#Danger Cliff 2
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Run, jump, and drill through a massive, open-ended, 2D world featuring multiple playable characters, unique level themes, TURNING INTO A DRAGON(?!), and a slew of optional moves that allow you to decide how you tackle any given challenge! Gameplay: Danger Cliff 2 is a very open ended 2D Platformer inspired by Super Mario 63. Run, jump, and drill...
To be announced
Gameplay Footage:
https://www.youtube.com/watch?v=qyCFJHrwY8U&t=3s
Danger Cliff 2 forgoes a hub-world, with every level instead having multiple connection-points used to access other levels!
The demo will be released to the public at the Sonic Amateur Games Expo which stars September 6th 2024. You can stay caught up on announcements, development progress, etc. here: https://twitter.com/DangerCliffGame
Some screenshots:
Sometimes during gameplay, you'll come across a Dream Star powerup that turns you into a DRAGON or COMPARABLY-AWESOME-FLYING-CREATURE
During this time, you'll navigate a portion of the level with free flight; weaving around obstacles. Sometimes there are dedicated sections, and other times it serves to shake up a level-segment you've already explored.
A few levels I'm currently working on that aren't present in the demo:
A bit of a funny story; the reason Danger Cliff 2 is here, but not Danger Cliff 1 (which is a fully finished game you can get free on Steam btw):
Danger Cliff 1 was made in Unity, and I was planning on the sequel being made there too, but then Unity started doing weird stuff with their runtime fees so I decided moving to a new game engine would be a good idea. I had Godot recommened to me since it's open source and OH MY GOSH. It works so much better for the stuff I'm trying to do. Probably would've moved here even if the Unity-shenanigans didn't happen!
Great to hear you're having good time with Godot 😊. And the game looks cool.
Are the movement abilities for the characters different? It's a bit difficult to judge from the video
All three characters share some moves; namely the horizontal/vertical rush move that lets you gain some extra distance/height. In addition each character has their own unique speical move(s):
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Clifford can air dash to get an extra burst of speed (in addition to the rush moves he can already use by default) on top of that, if he air-dashes right before hitting an enemy or hazard, he'll parry it, which also restores his rush moves. Doing a rush moves restores Clifford's air dash, meaning you can chain this together endlessly so long as there's a hazard to parry off of.
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Jetstream can rocket jump when out of water (which is exactly what it sounds like). In water, he can toggle unique swim controls that enable him to move freely in all directions and also fire lasers (turns underwater sections into a shoot-em-up).
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Prisma can become invulnerable for a short time. It can be re-activated as soon as the invulnerability runs out (it sounds a-lot more broken than it actually ends up being). She can also slow-fall by holding the jump button in mid-air.
Thank you for the question!
Fixed an issue with one-way-platforms using Raycasts and I made a comic about it:
Added a mechanic very and I mean VERY similar to red coins in Super Mario 64.
Also, something pretty neat, the boss I made here has no dedicated code; it is rather made up of several components that can communicate with each other, all of which are highly reusable for other objects.