#Rogue Rotation (a physics dungeon crawler)
70 messages · Page 1 of 1 (latest)
it does not orient around the ball like up and down seems to
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
Ah yeah kk. Yeah it's difficult to tilt on the left and right
Cuz it's just the camera tilting, not the level
I could try recentering
Was the movement of the ball and hitting enemies fun tho?
a little bit, i mean there is not too much to see just yet
i do like the concept btw
true. ill probably be coding more on the weekend
thanks, yeah i think it has potential
yeah
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
also this is definitely not a thing to add at the start of the project but it would help with a lot more juice
i think the simple mechanic of more speed apon hitting the enemy casues more damage would be interesting
this would make for many stratagey possibilites
i can imagine players trying to optimize runs and layouts
you would need damage numbers to appear to know how much you are actually doing
yeah!
or even it could be heart sprites pop out of them and the mroe you see the more it hurt
maybe a grappling hook mechanic could be a cool thing
and plenty of ramps almost like a skateboarding game map
maybe even differant fields of gravity (might be a massive task but still an idea)
could maybe have some enemies that you plow through and some you bounce off of. a dash is a good idea for an upgrade. yeah agreed it should have coyote time
yeah i like that alot too,
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
good idea
i want to make some mockup levels to test out ideas and mechanics, but eventually id like to make the levels procedural. ill have to look into adding a y axis to the levels for depth. like going higher/lower
could just adjust the player's gravity by getting hit by maybe a special enemy attack (like an arrow from an archer) for a duration. or have a trigger object that changes your gravity for a part of the level
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
before you lose the dash speed
having more broken heart icons appearing the more damage you did is interesting
or throwing a small health bar above the enemy could work too
but that might be difficult to draw with the camera rotating
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
ill have many different enemy types and many upgrades for the player as well
i dont think that would be a problem
combo idea sounds cool too
i took the opportunity to practice by making an example of how i think the controls should work
WASD to move and left right arrows to turn camera if want
could work well with more abilities like the dash
ill check it out
interesting take on the idea
yeah i made it like that game "monkey ball" i think its called
ah yeah
im trying to add in the quick turning effect
cause it feels slow when you turn hard
yeah
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
ill post them both here
just zipping
obviously id need to adjust the variables for both, but im curious what you guys think feels more fun?
you can use a controller with it now too
using both joysticks
one to move the ball, and the other joystick to rotate the level
i prefer the interpolation one
but the damping might be better for the extra damage for the speed you're moving mechanic
what do you think?
going to add in enemies again
see how each movement type feels with hitting into enemies
im gonna use your version @zinc canopy btw, ill make sure to credit you in the game credits