Ball Buster
oleh GameDevGuild
Ball Buster
Tag untuk Ball Buster
Deskripsi
Bukan sekadar game bola biasa, yang satu ini penuh ledakan! . Diperbarui dengan beberapa tipe bola baru dan dukungan kontroler. Rock, Stone, Fireball masih sama. Bouncy menembakkan amunisi mantul. Gold menghancurkan hampir semua, tapi berat. Dragon Scale bisa memanjat dinding dan tidak licin di es
Cara Bermain
WASD untuk bergerak. Spasi untuk lompat. Klik kiri , klik kanan untuk menembak proyektil. Mouse untuk membidik. Klik kanan untuk amunisi eksplosif. P untuk reload level cepat. Powerup hijau menambah 5 detik. Merah memberi 3 tembakan eksplosif. Sampai ke akhir sebelum waktu habis!
Komentar
Derringer
Jul. 31, 2013
Another suggestion: some sort of ammo display, and roll over remaining time and ammo from one level to another. Consider either tagging the ball with DontDestroyOnLoad() and using a separate Start Location object to position the ball to when loading a level, or putting this information in a behavior attached to an empty object that is likewise tagged DontDestroyOnLoad.
On the other hand, when starting a new game, by all means destroy the old stats. :)
Derringer
Jul. 31, 2013
I like the lower acceleration for normal movement, but I'd actually suggest accelerating as hard as in the previous build when braking (in other words, when the cosine of the angle between velocity and acceleration is negative), to make it easier to compensate for overshoot than it is to overshoot in the first place.
In the future I plan on adding a few different ball types and one of those will probably have almost instant braking. I'm using a combination of adding force, torque and the Unity physics friction system to handle ball movement so I'll have to come up with some form of display for the ball attributes. Thanks for the feedback.
Derringer
Jul. 27, 2013
One level? It's a start.
Controls are painful though; possibly too high of acceleration? Shots should probably be aimed by the mouse, not the last direction key press. Also, explosive shots scattering the items as well as bricks off the sides of the path is just mean. :)
I toned down the ball acceleration to fix that controllability issue. More levels and better aiming are coming soon.