Inspiration

I wanted to make a game anyone could play that doesn't require a lot of time to learn and playable without much time spent getting started.

What it does

You arrive in the world on a bus and are escorted to your most recent building. Once there you can jump right into it. Theres no start buttons as the game is continuously running. Each session lasts 5 minutes. with a 15 cool down.

How we built it

It was built with the idea that the ceiling/floor would rotate making the hole to jump in a little tricky to access. Some of them are faster than others so timing is a facto also. While the bottomg gives you access the top has a built in mechanism to relocate you if you stand in the spots too long providing another challenge. On top of that there is also what in game is referred to as wind gusts so if you aren't careful you can get tossed out a window into the parking lot which respawns you back into the lobby of the building for you to try again.

Challenges we ran into

there were several challenges I ran into. One was finding the right way to represent the location of the access hole. I started with dynamic lights but realized I was limited to 20 and I needed 50, so I switched to a glowing square, but it just didn't work too well, so I ended up using the vertical lines particle FX, which I think works well. Also ran into an issue with handling players accessing their current building on returning to the world. I setup a script to reference their current level set in a PPV and scripted it so that based on their level it would spawn them to the right building.

Accomplishments that we're proud of

Making it so anybody could play it without much of a learning curve. Also proud that some of the mechanics of the game are dual purpose like the access hole coming in gets you to the top but once you are there it can play a part in slowing you down from progressing to quickly.

What we learned

I learned that there needs to always be an active spawn point or else you will get weird spawn behavior. Also learned that I should spend more time identifying the correct solution for a problem to prevent a lot of reqork.

What's next for Just Jump

I plan on tweaking some of the levels to make it more challenging and possibly adjusting the game length time to put emphasis on urgency to get to the top. I'm toying with the idea of having a monthly challenge and use a random drawing for a cash prize.

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