Welcome to this simple, unassuming Dino Run replica! We hope you get into the groove...

Main Game Controls:

Right Handed

  • A/S/D/F - Top/Mid-Top/Mid-Bot/Bot Lanes
  • J/K - Attack A/B

Left Handed

  • J/K/L/; - Bot/Mid-Bot/Mid-Top/Top Lanes
  • F/D - Attack A/B

Both Hands

  • Space - Jump and Slam (when midair)

Changelog:

  • v1.0: The final prototype! After a great semester of CSE450 at WashU we present our game... Dino Afterlife! Thanks to Rob Santos for the guidance and game dev spirit!
    • Made attack bar invisible for aesthetic purposes
    • Fixed the Bug level with correct beatmap
    • Thanks for playing!
  • v0.9.0: First Pre-release of Dino Afterlife game! With lots of changes and tweaks we present...
    • Linked main menu with options
    • In-game pause menu with home, restart, and controls options
    • Interactive carousel for level select with song difficulties
    • Personal high scores
    • Level-completion stats screen with a report on gameplay
    • "Easy" difficulty now actually easy!
    • "Hell" difficulty as the "original game engine" difficulty (good luck!)
    • One extra "Bug" level whose song embodies the sound of pain and struggle of debugging this entire project
  • v0.8.2: Another playtest
  • v0.8.1: Small public playtest build for remote playtesters, ignore this...
  • v0.8.0:
    • New build! Except it's mostly developmental and testing a lot of GUI features/graphics...
    • Includes:
      • New main menu
      • Improved GUI icons/layout with a theme
      • Options menu (WIP)
      • Level select menu (WIP)
    • Underlying logic changes (that are not visible from this build):


      • Added alternate attacks that require using either primary or secondary attack
      • Added alternate projectile (blue color) in correspondence
      • Improved note score calculations based on note hit accuracy
      • Added note hit feedback blurbs (to encourage the player...!)
      • Changed player HP to 8 lives instead of analog bar
      • Implemented difficulty options with a scaling base-speed offset
      • Various QoL bug fixes
  • v0.7.1:
    • No new build (yet!). There were several difficulties in attempting to merge multiple features together but will be implemented ASAP. Changes included...
    • New opening scene to bridge the story concept between the "dino run" to the rhythmic "dino runner".
    • Added hand-drawn game homescreen
    • Added Coconut Mall soundtrack level
    • Added alternate note attack type
    • Supported triplet notes in songs
    • Made game more playable! Provides randomized lane note selection with rhythms per measure so that the lane switching hand is not as confusing.
  • v0.7.0:
    • Improved minor QoL details regarding music notes and rhythm game feel, ensure notes are better synchronized with specific offsets for notes.
    • Fixed minor graphical errors involving overlapping layers and cleaned up design
    • Added five new levels (currently not accessible from GUI but available within Unity scenes)
      • New cat song...
    • Added score counter based on number of notes correctly hit and damage taken.
  • v0.6.0:
    • All new graphics and animations for attacking and background level!
    • Added audio for projectile interaction!
    • Near-complete prototype beatmap engine revamped with new JoJo Golden Wind song and automatic note placement!
    • Added tutorial phase and improved GUI for player settings!
    • Player can choose between left and right hand controls!
    • Extremely impractical learning curve (the game is set on the easiest mode right now, so good luck with that for now until we fix it)!
  • v0.5.0:
    • Graphics overhaul with all hand-drawn animations and sprites
      • Boss now is a deadly city pigeon?!
      • Implemented several animations, including projectile interactions
    • Music engine overhaul with automatic level beat mapping
      • Automatically parses MusicXML files to give you the entire Titanic Recorder music experience
      • Other music scores undergoing level-mapping
    • Controls overhaul for easier gameplay
      • Separated lane movement and attack actions into two hands
      • Lane movement assigned by specific key
    • KNOWN ISSUES:
      • Beat mapping is off. Must fix timing with new engine
      • All notes have been reduced to a single lane (Mid-Bot) for debugging purposes
  • v0.4.0:
    • Initial work on GUI menu with "pause" options for muting, keybinds, gameplay settings, etc.
    • Changed initial controls to support both left/right handed players and separated "lane movement" vs. "attack" controls
    • Changed player to have 100HP for normal difficulty (no more one shots)
    • Various minor graphic improvements
  • v0.3.0:
    • Added Chrome graphics to DinoRun Basic
    • Added "Ghost dino" graphics to Main game
    • Added audio to Main game
    • Implemented additional movement and attack mechanics
    • First iteration of a Music Map (ft. our favorite Titanic song)
  • v0.2.0:
    • Improved DinoRun basic game
    • Added multilane physics support with jumps on each lane
    • Introduced a "Game Over" UI upon losing all HP
    • Introduced first concept art animator of character
  • v0.1.0: 
    • First prototype of the "DinoRun" game, which includes a short basic trailer of a replica Chrome DinoRun and then more...
    • Added multilane controls
    • Added HP and damage obstacles
    • Added improved graphics!

Credit:

Rob Santos for leading the CSE450 Intro to Videogame Programming!

Our teammates who pulled some late nights and put in the effort to bring this together:

  • @RaidenCHEN
  • @aocampo2862
  • @localhermit
  • @breadnmkii




Download

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_build.zip 6 MB
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_build_v02.zip 12 MB
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_build_v03.zip 19 MB
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_build_v04.zip 20 MB
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_build_v05.zip 26 MB
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_build_v06.zip 37 MB
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_build_v07.zip 39 MB
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_build_v0.8.0.zip 53 MB
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_publictest_build_v08_1.zip 68 MB
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_build_v0.8.2_publictest.zip 74 MB
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_build_v09_pre_release_1.zip 78 MB

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