How to playtest Floor Kids

 

To playtest Floor Kids, please download the latest build from the list below. Include the version number in any comments or bug reports. Please note, however, that iOS builds require your device to be provisioned. You must send your UDID to Mike (mike@hololabs.org). To get your UDID, visit http://get.udid.io/.


Floor Kids v. 0.9.5

https://build.cloud.unity3d.com/share/bystAFnMXZ/
https://build.cloud.unity3d.com/share/bJT2B8nWmZ/

- Several bug fixes
- Gesture trails
- New prototype Battle mode (accessible in Cheat Menu)
- Standardized camera setup
- Work-in-progress updates to grocery store and metro

Floor Kids v. 0.8.0

https://build.cloud.unity3d.com/share/WJPeyS5hb-/
https://build.cloud.unity3d.com/share/W1dbzHC8ZZ/

- Several bug fixes
- Stable build before further development

Floor Kids v. 0.7.6

https://build.cloud.unity3d.com/share/-yLvQ1cmWb/
https://build.cloud.unity3d.com/share/b12RwQqQb-/

- a combined dance mode (rounds + callouts + rhythm)
- new gestures (pinch, expand) and a few fixes to make gestures work better
- gesture trails for touch feedback
- persistent move name widget with built-in speed dial and tilt bar
- updates across the board to the UI and cutscenes
- new grocery store location
- new characters: Saboya and Bizzy

Floor Kids v. 0.6.3

https://build.cloud.unity3d.com/share/bkY_AWUjk-/
https://build.cloud.unity3d.com/share/ZyLk8d8peW/

- GDC build March 17, 2016 (shown at the Experimental Gameplay Workshop)
- three environments (studio, venue, street corner)
- three characters (Noogie, Scribbles, O-Live)
- new "Callouts" dance mode with integrated Rhythm game
- new "Showcase" dance mode where character can dance solo
- working map and character select screens

Floor Kids v. 0.3.17

https://build.cloud.unity3d.com/share/W1rYIJ4Zag/
https://build.cloud.unity3d.com/share/ZJ0QQ5-PTg/

- the demo build presented at IGDA DemoNight in Montreal on Jan. 26, 2016
- coloured frames for Noogie
- Noogie dances on the CharacterSelect screen now
- street corner environment
- Scribbles has been added as the opponent
- New UI flow (Main Menu -> Character Select -> Battle)
- UI fixes
- Can choose battle type: ‘Battle Rounds’ (timed rounds) or ‘Battle Positions'

Floor Kids v. 0.3.12

https://build.cloud.unity3d.com/share/ZycVULkghg/
https://build.cloud.unity3d.com/share/-kia8LT4he/

- increased max stamina to 2000 (to allow longer freeze balance game)
- made opponent round shorter (20sec)
- added analytics (move and fall counts displayed at end)
- added instructions screen
- fixed bug that prevented background toggle
- taunts now add a little bit of score
- added MainMenu and Map mockup UI screens
- music now starts only after the countdown

Floor Kids v. 0.3.11

https://build.cloud.unity3d.com/share/b18o6o7-sx/

- Transitions for all the downrock moves so they don’t all go via sixstep
- Added balance minigame for freezes
- JoDee’s shorter tuning and different grace periods for Tap Dance
- Longer audio track

Floor Kids v. 0.3.10

https://build.cloud.unity3d.com/share/bJp8SmfZie/

- Fixed bug where several hold frames weren’t holdable

Floor Kids v. 0.3.9

https://build.cloud.unity3d.com/share/-J54bXhljg/

- Added twostep and pointstep to downrock (uses tap dance gestures)
- Added global 3-finger swipe up to quickly get back to toprock
- Added backspin jump and footgrab (swipe down and tap respectively)
- Tuned tap dance and fixed hold logic
- Additional stamina meter at character’s feet
- Move names are displayed on screen when character enters the move (note: some names are missing)

Floor Kids v. 0.3.8

https://build.cloud.unity3d.com/share/byqoyU21jx/

- Improved Battle Controller (tap dance and freezes are integrated)
- Reversible toprock moves
- Idle doesn’t drain stamina anymore

Floor Kids v. 0.3.7

https://build.cloud.unity3d.com/share/Wk2IqWbJjg/

- Battle tuning (stamina & move durations)
- Initial ‘BattleController’ (work in progress, one-finger hold variant, no tap-dance yet)
- Added score increments above character’s head every beat during dancing
- New (shorter) combo sequences for ‘Tap Combos’
- Stamina outage doesn’t end round anymore, can continue in toprock

Floor Kids v. 0.3.6

https://build.cloud.unity3d.com/share/W1n_eUuA5x/

- Improved Freezes controller
- Fixes to Battle config UI
- Player character flipped properly
- New (shorter) combo sequences for ‘Tap Combos’ controller

Floor Kids v. 0.3.5

https://build.cloud.unity3d.com/share/Wkmy8XIp9e/

- Added initial ‘Freezes’ controller (work-in-progress)
- Character now falls when you run out of stamina in Battle
- Hooked up ‘B’ freezes (freezes on the other side) and integrated into SimpleController using the shortest path algorithm

Floor Kids v. 0.3.4

https://build.cloud.unity3d.com/share/-yREdFT99x/

- Added ‘Power-Spin’, where flicks make power moves animate faster and faster
- Added device tilt (gyro-based) to the BackspinMinigame, and tuned the difficulty
- Fixed a bug in the Hold-Pose controller for the 2nd finger tap (it doesn’t break the hold now). Also, either finger works (was only the right finger before)
- Added power moves to Tap-Dance (uses different speeds of flicks or left/right flicks), but there are still some bugs in this controller

Floor Kids v. 0.3.3

https://build.cloud.unity3d.com/share/ZJLqBEdq9e/

- Added the ‘Shapes’ controller, which changes moves based on gestural shapes (circles, Z’s, V’s, etc)
- Added alternating taps in ‘Tap-Dance’ controller, which currently only triggers BattleRock.
- Added tuning parameters for balancing score during battle (in runtime)

Floor Kids v. 0.3.2

https://build.cloud.unity3d.com/share/-J2Ek2mtqg/

- Fix and tuning of Stamina, so player can actually play for a bit
- Added Character Select screen mockup
- Fixed bug where character sometimes gets stuck in ‘props & taunts’ mode

Floor Kids v. 0.3.1

https://build.cloud.unity3d.com/share/WylB0bPu5e/

- Fixed music in Battle Scene
- Added HoldPose controller with 3 variations
- Added ‘Backspin tilt minigame’ (just buttons, no device tilt yet)

Floor Kids v. 0.3.0

https://build.cloud.unity3d.com/share/W10elZyL5x/

- This has a test menu that will load various test scenes
- For now, there are two scenes that work: “ControllerTest" (this is the test scene that you have all seen) and “Go to Battle” (which is the first battle round system)
- The Battle scene is a first (very unbalanced) test of the character-opponent battle structure. It has scoring and stamina according to the last design.
- Unfortunately, the music didn’t make it into here, so I’ll make another build early in the week to fix that. It is however in the ControllerTest scene.