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Pingviinipeli is my first actual game ever. I made it during ninth grade.
WASD to move, E or Space to use/pickup.
- At some point I would like to fix this game up and add lore.
Version 2.0.0 - Not released
- Rewrote all of the code. This is because the previous updates are mostly just patching on top of bad code, I want to do it all properly now.
- Walls are now also tiled, instead of being sloppily slapped gameobjects.
- Doors now perfectly fit walls.
- Remeber when a door didn't fit it's frame perfectly, leaving a gap from which you were seen? No more.
- Doors now close nicely. Remember those moments where the door swings around, creating a gap from which you were seen? No more.
- Redid most of the sprite work.
- ALL Sprites are now 32pixels/unit
- All Characters now have smoother walking animations.
- Player now has a walking animation when interacting.
- Redrew all the floors, stairs and walls.
- Door sprite is now a bit higher resolution.
- Generator is now higher resolution, and has a sexy animation.
Version 1.3.3 - WebGL Windows
- Controller button 0 (A/X) now plays the animation properly for interacting with things.
- Controller button 1 (B/O) and Backspace will restart the game
Version 1.3.2 - WebGL Windows
- Controller button 0 (A/X) can now be used to pickup keys and open locks (full controller support)
- All menus now select the play button by default, so you can try again by pressing space/enter or Controller button 0 (A/X).
Version 1.3.1 - WebGL Windows
- Removed pixel perfect camera, because it doesn't like responsive web design.
Version 1.3.0 - WebGL Windows
- Doors now work more like doors.
- Monster pathways adjusted.
- Added some shelfs to the kitchen.
- Improved the doctros office.
- the "project" now looks less finished.
- Added tables.
- Entire attic is now redesigned.
- Monsters movement now considers physics better.
- Version and timer texts are now TMPro.
- Pixel perfect camera
Version 1.2.1 - WebGL Windows
- The door with the blue lock is now locked properly.
Version 1.2.0 - WebGL Windows
- Movement is no longer tied to framerate.
- Movement is no longer faster diagonally.
- Animations are no longer tied to framerate.
- Doors are no longer tied to framerate.
- Player rotation is now tied to velocity, and thus will rotate properly with arrowkeys and joystick.
- Interact animation works now.
- Stripped a ton of unnecessary or unnecessarily complicated code.
- As a result of rewriting a ton of code doors and playermovement will now feel slightly better.
- Added a version text to the game screen.
- Added a timer to the game screen.
Version 1.1.0 - WebGL Windows
- Enemies no longer see trough walls.
- This is a problem in the attic, since it was desinged when enemies still did see trough walls.
- Enemies now see way further to keep the balance.
- The purple key, which is the final one, can now be picked up.
Version 1.0.0 - Lost to time
- Initial release
- If you wonder how it was, just play 1.1.0 and imagine the enemies saw trough walls, had a way shorter sight and that the final key couln't be picked up.