#Rogue Rotation (a physics dungeon crawler)

70 messages · Page 1 of 1 (latest)

zinc canopy
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i just tried it, i suppose the left and right tilt feels uncomfortable as when the camera tilts

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it does not orient around the ball like up and down seems to

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also i would think it would be nice if the camera recentered on an axis when you let go of either side of the axis

timber jewel
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Cuz it's just the camera tilting, not the level

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I could try recentering

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Was the movement of the ball and hitting enemies fun tho?

zinc canopy
zinc canopy
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i do like the concept btw

timber jewel
timber jewel
zinc canopy
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yeah

hasty schooner
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I think it could be really fun if instead of hitting enemies, bouncing off them, and waiting for them to disappear, you could just plow through them, I also think a dash could be fun and help you save yourself from falling, same with coyote time

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also this is definitely not a thing to add at the start of the project but it would help with a lot more juice

zinc canopy
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i think the simple mechanic of more speed apon hitting the enemy casues more damage would be interesting

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this would make for many stratagey possibilites

hasty schooner
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you would need damage numbers to appear to know how much you are actually doing

zinc canopy
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yeah!

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or even it could be heart sprites pop out of them and the mroe you see the more it hurt

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maybe a grappling hook mechanic could be a cool thing

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and plenty of ramps almost like a skateboarding game map

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maybe even differant fields of gravity (might be a massive task but still an idea)

timber jewel
timber jewel
# hasty schooner i can imagine players trying to optimize runs and layouts

that would be cool, but i was planning on going the roguelike route where i build a lot of smal parts of a level and randomly put them together so that might not be great for optimizing layouts, but could allow players to input a seed so you cna optimize a certain layout and compete aginst friends wuith that seed

timber jewel
timber jewel
timber jewel
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as for the "more damage the faster you hit" mechanic, the way i have it coded is:

-you build speed faster the more you tilt the joystick, but hit a max speed
-you get extra speed if you change directions abruptly, so if you do a 180 degree change in direction you get the biggest bonus speed (this was put in because it was difficult to change directions before)

adding a dash that maybe instantly gives you a boost, but then slowly slows back down to your base speed might be cool, so you need to take in account the distance from the enemy so you hit them at full dash speed and full base speed

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before you lose the dash speed

timber jewel
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or throwing a small health bar above the enemy could work too

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but that might be difficult to draw with the camera rotating

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i also have an idea for a combo system:

-when you hit an enemy, a timer starts
-if you hit another enemy within the timer, the timer restarts
-you gain coins everytime you hit a new enemy that keeps the combo going

then maybe you could buy upgrades or something with coins at certain checkpoints in the level

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ill have many different enemy types and many upgrades for the player as well

zinc canopy
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combo idea sounds cool too

zinc canopy
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i took the opportunity to practice by making an example of how i think the controls should work

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WASD to move and left right arrows to turn camera if want

hasty schooner
timber jewel
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about to code tonight

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not sure what i should work on first lol

timber jewel
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interesting take on the idea

zinc canopy
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yeah i made it like that game "monkey ball" i think its called

timber jewel
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ah yeah

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im trying to add in the quick turning effect

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cause it feels slow when you turn hard

zinc canopy
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yeah thats all changable in the scripts

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i just left in simple

timber jewel
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yeah

timber jewel
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okay so i have two versions of the ball turning. one uses angular velocity damping (slows down faster when turning), and the other one uses lerping the current velocity to the new velocity in the new direction

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ill post them both here

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just zipping

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obviously id need to adjust the variables for both, but im curious what you guys think feels more fun?

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you can use a controller with it now too

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using both joysticks

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one to move the ball, and the other joystick to rotate the level

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i prefer the interpolation one

timber jewel
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but the damping might be better for the extra damage for the speed you're moving mechanic

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what do you think?

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going to add in enemies again

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see how each movement type feels with hitting into enemies

hasty schooner
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ill give them a shot

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I think you exported them as godot projects

timber jewel
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I did

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You can change the variables to see what you think feels good

timber jewel
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im gonna use your version @zinc canopy btw, ill make sure to credit you in the game credits