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Swipe and Shoot Classic | njew.icnc.com
Swipe and Shoot Classic
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Swipe and shoot your way through an epic 15 level campaign in this fully 3D mobile sensation now playable from you computer! Launch your character into battle by dragging and click to shoot down enemies from afar. Features dozens of costumes, 10 different weapons, 4 awesome vehicles, and much, much more.

Gameplay is centered around swiping the character to move (by clicking and dragging) and shooting enemies (by clicking anywhere off the player). For the most part, players use these mechanics to reach the end of a level (marked by a checkered flag), although some levels require the player to kill a certain number of enemies or survive for a certain amount of time. There are also endless levels, in which the player aims to kill as many enemies as possible without dying. Enemies can be killed by being shot or being swiped into with enough force.
Some levels also include vehicles. Players can swipe into these vehicles, and then tap in the direction they wish to go. To exit a vehicle, players simply swipe their character out.
The game features three worlds in its campaign: Nature, City, and Desert. Each world has its own enemies, terrain assets, and ambient sounds. Each world has six levels: four normal levels, one "boss" level, and one endless zone.

The concept for Swipe & Shoot came from Jack Southard in early November of 2015. Development on the game began shortly afterwards, usually for about 5-10 hours every week. Jack Southard also created the game's 3D models and most of the levels, but did very little coding.
The project continued for the rest of the 2015-2016 school year, with new levels, weapons, enemies, vehicles, and mechanics being added and updated throughout. Beta testing was even available in early 2016, allowing for more outside user input. Towards the end of the development process, the UI was greatly enhanced by Jack's dad, and an arc was added to help players better predict their swiping. The project was uploaded to the App Store several times, but the official first version was uploaded in early May, and has only been tweaked slightly since.

  • The font used in Swipe & Shoot is 'FFForward'
  • A level creating software was considered for public release, allowing players to create their own Swipe & Shoot levels in a similar fashion to Game Creator, but it was shot down due to time constraints.
  • Throughout the development process, many features and ideas were considered, including a semi-functional multipalyer mode in late December.
  • Due to a misunderstanding of the original game pitch, the first version of the game featured 2D (rather than 3D) launching physics borrowed from Tower Builder. However, much of this code proved helpful and lasted to the final version.
  • The main menu music is an orginal Figure composition titled 'Adventure!', created during the previous summer. The song was added as a joke (along with the current credits page music) to the main menu, but became so iconic that it was included in the final version.
  • The music used in the official trailer was also an original composition, created as temporary music to accompany early levels. It was removed before December, but eventually returned as an unofficial Swipe & Shoot theme. Parts of the song can also be heard in later compositions, including 'Legend' from Rival and the unused 'Saspradio' from the upcoming untitled space exploration game
  • An early bug in the game known as "hexbugging" is the cause of players being unable to control the character's rotation after hitting the ground. The bug caused players to vibrate and "bounce" repeatedly before standing up, which inconsistently and uncontrollably increased launch distance.
  • The player model actually includes the machine gun weapon, which had to be removed manually for use in the game.
  • There are several hidden references to other games in Swipe & Shoot. For example, the targets that the player must swipe into in Boot Camp were retextured to match the targets from Target Practice. Another more obvious reference to another website game can be seen in Level 10, where a TV displays a pixelated version of the Block Bomb Survival 2 website promotional art. In addition, the table in the lobby features a game of Checkers from Joseph's Checkers game.
  • The original motorcycle was known for being one of the glitchiest items in Swipe & Shoot. Upon entering the motorcycle, it would accelerate immediately (which was intended), but then spin uncontrollably with a single tap of the screen, turning not only left and right, but up and down as well. This caused the motorcycle to fly above and beneath the ground with no physics whatsoever.
  • The original ape costume was so bad that it had to be completely redesigned before being included.
  • There are several hidden audio files in Swipe & Shoot. The first is titled 'Party' (originally 'Party Song 2' as created in Figure), and can be heard from one of the buildings in City Endless. The second, more hidden audio clip is the infamous "Having a New Year to Go to the Gym" (a quote from a failed predictive text), and can be heard faintly in the far bottom corner of Nature Endless.
  • The game actually includes an unused melee weapon: the axe. Melee weapons were originally intended to be launched by tapping, much like how the player throws their weapon upon picking up a new one. This was removed however, as it was a pretty lame mechanic.
  • In early versions of the game, a Weapons menu could be found alongside the Costumes menu, where players could view weapon stats and see how many enemies they had killed with that weapon. The menu was later dropped due to it being pretty useless.
  • The "tumble physics" took several days to perfect, as the player would often roll too much after landing. Even coding the physics at all took several hours of design work.
  • The river was added very late in development as a last-minute joke, but became popular due to its ridiculous physics and was included in the final game.
  • The first level created for the game was completely made in Qubicle (rather than being created out of prefabs in Unity), and was a barren desert-like level with white cubes for obstacles and a sort of plateau at one end.
  • The first level created that was included in the final game was Nature Endless, although it has been expanded greatly and modified since.
  • At the end of Level 15, the player was originally planned to fly back over the entire level in a helicopter, but this was removed due to the level aleady being extremely long and the helicopter being somewhat unusable in combat. This was actually the main selling point of the level before the General was included.
  • The models featured in the game are all scaled down to 10% of their size, in order to keep objects within reasonable Unity units.
  • The city levels were originally much darker and featured much more realistic lighting, but this had to be removed due to technical limitations. Early screenshots of the city levels show the type of lighting that was originally planned.
  • The original version of the game was set at a much higher persective, using a 75º angle instead of the 45º angle featured in the final game. In addition, the game also used the orthographic (isometric) style before the city levels were added, and this perspective can still be seen in the app's logo. However, the camera style was switched to make the rooftops' height more apparent.
  • Costume perks were added after the game's official first release in order to both add an incentive to switching costumes and to balance out the pre-existing perks on some costumes.
  • The fisherman perk was based on the popularity of "fishing" enemies out of the river by swiping into them as they bounced above the water.
  • In order to work on the game collaboratively, Jack would often start FaceTime calls that could last anywhere from 1-3 hours.
  • Originally, the sniper rifle laser turned green when an enemy was within the player's sights.
  • An unused motorcycle enemy was added for Level 4, but was removed because it was extremely buggy.
  • The elevator music is actually a remix of the hymn tune 'de Tar' by Calvin Hampton (Hymn 456 in the Hymnal 1982), which was extremely popular at CSB.
  • A FPS cam was implemented early in development for testing purposes, and was intended to be used in replays after the player completed a level. This was removed due to time constriants.
  • Many other zones were planned but never implented, including an arctic zone, a medieval zone, a futuristic zone, a feudal Japan zone, a historic battle zone, a prehistoric zone, and even a glitch zone (where everything behaved as it did in the early stages of the game).
  • Originally, Level 15 was planned to be the only level in the game with checkpoints and the only level to feature such a massive length. However, in order to make the level seem less extreme, Level 5 and Level 10 were both extended.
  • The concept for Level 11 came from a gatling gun enemy demo, and was added into the game mere minutes after being created in a testing level by Jack Southard.
  • The original concept for Level 13 had the player manning a turret and suvivng for a certain amount of time like in Level 6, but this mechanic was dropped in favor of a more familiar level style. There also wasn't enough time to make a turret model.
  • Almost every mechanic in the game was tested in a secret scene titled 'Testing', which featured a gray checkered floor pattern with no obstacles or enemies except for a single ramp (used to test vehicles) and any enemies placed in for that test.
  • Level 8 became so impossibly difficult that it was made easier not once, but twice.
  • The addition of borders to every level (excluding rooftop and canyon levels) was extremely controversial, as players would originally have to manage their swipes in order to stop themselves from falling off into the abyss (thus balancing the power of swiping).
  • The credits music is titled 'LittleBig Planet', despite not originated from LittleBig Planet.
  • Originally, Levels 2 and 3 were switched (i.e. Level 3 was Level 2 and vice versa).
  • The game is unofficially shortened to SAS for sorting and file naming (also to avoid problems with the ampersand).
  • The swiping arc was pretty much the only segment of code created by Jack.
  • On the other hand, Level 13 is the only level not fully designed by Jack (Jack also didn't do the expansions of Levels 5, 10, and Nature Endless).
  • The camera originally followed the player after death, but this was removed very late in development after the addition of rivers.
  • The swipe line was originally solid, and was even green for a short time (to match the player).
  • The Wizard costume perk was partially inspired by the early versions of the game where any object with a physics component attached could be swiped (e.g. boxes and enemies).
  • In order to work on Swipe & Shoot together, several different methods were used. At first, the folder was uploaded and downloaded from Google Drive. This method became annoying very quickly, and was replaced by Dropbox. For the final months of development however, a git filesharing application called SourceTree was used.
  • The description of "Big Red" is a reference to Joseph's character from his multiplayer FPS Laser Tag, which was so named after an incomplete answer for "The Big Red Spot" in an astronomy unit at CSB.
  • A secret Joseph costume and level were created for an April Fools prank, but not included in the final game (for obvious reasons). However, they still exist in the game files.
  • Like several other games on the website, the shooting sound for most of the weapons (specifically the machine gun, shotgun, pistol, sniper rifle, rifle, and gatling gun) is actually the same sound at different pithces.
  • Jack's insistence on their being as little in-game UI as possible is the reason for the exclusion of health bars and most on-screen buttons (in levels).
  • The red soldier (and an unused blue soldier) were actually temporary manual re-texturings of the original costume used to differentiate enemies in early versions of the game.
  • A museum for Swipe & Shoot was considered (much like The Museum), but was cut out due to time constraints.
  • The victory music was added as a temporary sound effect, but Jack was too lazy to get rid of it in the final version.
  • The pause button is actually two apostrophes.

Date

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Date

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Creators: Nathan Jew, Jack Southard

Format: Unity WebGL

Dimensions: 1136x640

Completion: Full Game

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Copyright © Nathan Jew