Attack of the Giant Mutant Lizard
Control a giant mutant lizard to eat people, stomp cars, and throw things with your mutant tail which has claws for some reason. Spend points on upgrades and new abilities and try to survive an increasingly deadly hail of bullets.
You can find an early playable demo at GameJolt.
In case anyone's interested in testing the Android version (decent phone recommended -- 4.1 and up required), here is a thing you may want to click on. I'm interested in seeing what devices have an acceptable frame rate as well as any other problems that pop up.
Updated Controls, and Plans for the FUTURE!
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Updated Controls, and Plans for the FUTURE!
People (more than one person, at least) have been asking me about the progress on this game, so I think it's time for another update.
I made a change to the way the first monster's tail is controlled by the mouse. Previously, its position was relative to the point where you first clicked when starting to control the tail. I originally did it that way so that on mobile devices, the claws would not be covered by your finger. The mobile version will still work that way, but now the PC version will have the tail follow the mouse cursor directly. Hopefully that's a bit more intuitive for everyone.
I also added some support for controllers, but some of the menus may still need you to use the mouse.
I only tested with a XBOX 360 controller, so I don't know if others will work the same way. I still think it's easier to use the keyboard and mouse though. But for those who want to use a controller, the right joystick can be used instead of the mouse. I added a nifty crosshair so you can tell where you're aiming.
You can try the updated controls in the latest version of the demo:
One other new thing is that I enabled Unity's Cloud Diagnostics service, so I'll be able to see all the errors that I'll probably be too lazy to fix.
So what's next for this game?
Despite how short it is, I've been working on this game for a long time, and I can't wait to start working on a new game. But before I do that, I'm working on adding one more monster, and a new map to go with it.
This next one is a giant snake that is able to throw things with its head and swim underwater. That's where the new map comes in:
Since snakes typically don't have legs, I'll need to think of some other attack moves for players to unlock. So far I have one attack.
I've also made an addition to the wildlife.
There's still a lot of work left to do on this though -- textures, AI, fish that stay in the water instead of floating through the air, etc.
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Searching for Sounds
It's been a while since the last time I posted an update for this game, so I thought I should take some time to talk about what I've been doing since then before people start to assume I simply quit or went into a coma or something.
I made a new level about 8 months ago that I haven't really said anything about yet. It's a small beach/boardwalk area.
Here's a screenshot:
And since I have a beach, I also needed to add elephant seals (It would be crazy not to!).
During the summer I took a break from developing this for a few weeks. Instead, I
got addicted to playing Dwarf Fortress (again) spent a couple days developing my new website, medicatedgames.com, where people can maybe post comments, get updates, and report bugs. I also formed my own LLC, which I hope was a good idea because it kind of feels like I made a big mistake for some reason.
Back to the game though -- I added the ability to select story mode or free-play mode when starting the game. Story mode lets you restart from checkpoints. I've been working on a couple achievements for the Steam version, and now the game records your high score and some other stats for story and free-play modes. I was also working on adding a new monster for free-play mode, but I'll save that for a future article.
Another thing that's different now is the way the character accelerates when running, and the pose used for jumping forward. Previously, if you got a couple speed upgrades, the character would move at full speed as soon as you pressed the button.
Lastly, I updated the demo
, but so far I only have the Windows version ready (the Linux version got horribly screwed up and I didn't even test the Mac version yet). [EDIT: I fixed the problem that caused the error on Linux and Mac. But, seeing what the error was, I'm now baffled about how the game ever worked in the first place.] I upgraded the project to a newer version of Unity from version 4.6, so you can expect to see some new bugs.
This time the demo isn't just that one little demo scene. It has the first part of the story mode (don't get too excited, it's not that great). If you've played the Android version, you may have already seen it.