Pyrian on 8/6/2014 at 05:52
Quote Posted by Fafhrd
Seriously, any pointers on how to knock that shit off would be welcome.
Honestly, I'm a bit unsure why you're bothering with physics on this in the first place. They go up, and down, and stop in discrete locations, and do not rotate. I would totally just use transform.position if I were doing it.
You've probably noticed that your bouncing problem is endemic to stacks of at least three. The first block doesn't bounce, the second block doesn't bounce, but once you hit three, problems. But, here's the thing; you don't need those guys reacting to forces at that point anyway. Just make every landed block kinematic until you need them to rise. You're already setting whole stacks to kinematic upon drag. (This will also improve your performance, although I doubt that's an issue.)
Renzatic on 8/6/2014 at 06:39
The bounce physics do add a nice effect to it. If he can get it working right and tweak it a bit, it would add a bit of style to the whole thing.
Fafhrd on 8/6/2014 at 07:09
I feel like if I were doing pure transform.position + maths for acceleration and variable world gravities, my 'objects getting stuck inside each other when one stack is launching and another block is falling' problems could become significantly worse. Also I'd have to figure out all that math. Plus differentiating between a block that's landed because it's collided with the ground or a standing stack and a block that's hit a stack that's in the process of launching. Plus transferring forces when a falling block hits a launching stack (which, admittedly, my current hack already messes up a bit, but there's still a noticeable impact on the launch speed when an incoming block or blocks hit). It's very much a physics driven game.
Muzman on 8/6/2014 at 08:55
Quote Posted by icemann
Will it have voice acting?
Quote Posted by Yakoob
Not planning on it; there's a lot of dialogue that will probably keep rewriting a lot and I don't honestly have the budget or experience to do proper VO :/
I should really do something like this. It's one of the few things I could answer yes to most aspects. (not me personally, but getting other people)
Renzatic on 14/6/2014 at 06:38
Since I plan on getting these into an engine (still deciding on UDK or Unity), I'm approaching things in a much more planned, structured manner this time. Making everything one bit at a time, so I can export them out individually, rather than in one big lump.
I haven't had much time to work on it. I've been doing one little piece every other day, but (
https://dl.dropboxusercontent.com/u/3018396/Graveyard_Assets.jpg) it's starting to look sorta like a play set. And it really doesn't look like paper, it looks more like clay.
Fafhrd on 15/6/2014 at 00:17
Another devlog for Rocket Blocks.
I think I've got the anti-bounce raycast hack tuned so it's not obnoxious. Put in a tiny bit of placeholder UI and some placeholder (possibly final) sounds.
The plan right now is that once I get one or two more sounds in and the 'You Died, push button to restart' UI/functionality in I'll build that as a Windows executable and upload it somewhere so I can get some feedback from people that aren't me.
[video=youtube;4CFP6UWvnAQ]https://www.youtube.com/watch?v=4CFP6UWvnAQ[/video]
Kroakie on 15/6/2014 at 14:15
Well, it's not much compared to what some of you guys have been doing, but here goes.
(
http://s000.tinyupload.com/?file_id=71097443612609370189)
An actual prototype you can play! Did this on and off over about 4 weekends, using the Angel2D engine. I'm only afraid it might be a little too Portal-ish, but there are a few other mechanics I haven't implemented.
Renzatic on 15/6/2014 at 16:38
Fafhrd, I think your game's gonna end up being awesome. I could see how being able to build a base underneath all those blocks and watching them rocket up would be fun as hell.
Kroakie, you've got a good start with a good idea, but it's still kinda confusing. Is there a way you could set it so that the anchors angle off the walls or something like that, instead of just not working when they're pointing out of bounds? It took me a bit to figure out why hitting the space bar would sometimes work, and sometimes wouldn't.
...and how do you get to that first red spot?
Kroakie on 15/6/2014 at 23:48
Making it angle off the wall will be inconsistent with it being able to pass through walls in the first place, but I get why you would get confused. I would probably add some audio or visual cues, maybe have the guide line change colour. Thanks for your feedback!
And as for the first level, just shoot the anchor at the floor near the base of the wall, and move forward all the way.
Renzatic on 15/6/2014 at 23:54
Yup. I just now figured out how it works, and got to the red spot. It crashed on me before I was able to play the next level, though. : \
Like I said, it's a great idea, and the start of something that could be grand if you put the work into it. But the first thing you need to work on is the intuitiveness. Like I expected the anchors to act a bit like ropes, which they sorta do...but really don't.
I'd suggest making it so the rays on the anchors don't extend beyond the boundary of the level, but can pass through some blocks contained within. That way, your player won't be wondering why one second the spacebar works, and the next it doesn't. And on the blocks the rays can pass through, if you teleport into them, it makes a fizzle and spits you back out to the previous anchor, rather than not showing any action at all.
edit: finished up another little mausoleum, and threw a bunch of my trees into the scene to get an idea of what it'd all look like together.
(
https://dl.dropboxusercontent.com/u/3018396/Graveyard_Assets_2.jpg) I think it's pretty neat.