Dino Afterlife
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
- Graphics overhaul with all hand-drawn animations and sprites
- 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
Status | In development |
Platforms | HTML5 |
Author | breadnmkii |
Genre | Rhythm |
Made with | Unity |
Tags | Singleplayer |
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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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