Fafhrd on 19/6/2014 at 05:19
Quote Posted by Renzatic
Oh, and I managed to break the game a bit. I got three horizontal, and immediately after they turned into rockets, I grabbed a green block on top and tried dragging it down to make another horizontal line just beneath the initial 3. Me dragging that one block down kept the rocket blocks from flying off, like I was holding them in place, then they got bogged down and stuck on the board after the next wave of blocks dropped down from the top. I ended up with 6 black blocks on the board I couldn't do anything with.
Hmm. Were they
stuck stuck, or could you still drag those six around afterwards?
It holding when you drag is as designed (since I have to have all the blocks in a column switch to kinematic while dragging to keep worse stuff from happening). The thrust timer actually stops counting down while you do that (though I didn't tie the particle system into that).
Trying to drag blocks below rocket blocks while they're launching is not a thing I have accounted for, and that's the sort of thing I was afraid might happen. I have to lock matching sets together in order to compound their thrust (so if you've got a horizontal set with 8 blocks on one, and no blocks on the other two the two clear ones help lift the not clear one). So I need to either prevent moving blocks below actively lifting rockets, or allow it, but turn off the displacement raycast.
Renzatic on 19/6/2014 at 05:26
I could move them around, but they wouldn't do anything when I grouped them together. They were just filling up space on the board.
Oh, and two of the blue blocks were stuck halfway inside each other when this all went down, but they shifted back in place when I moved them around. This is less a gamebreaking bug, and more a polish issue, so I wouldn't consider it as important.
One easy way to solve it would be to make the rocket blocks shoot off the screen faster. The only reason why I tried grabbing that one block off it in the first place was because it gave me enough time to do so, and I wanted to see what would happen.
El_ on 19/6/2014 at 14:48
Anyone do any Dota 2 modding? I have a great idea for a Dota 2 original mod (not a remake of a WC3 Dota mod).
Fafhrd on 20/6/2014 at 05:51
Quote Posted by Renzatic
One easy way to solve it would be to make the rocket blocks shoot off the screen faster.
That would kind of defeat the point. Their speed is determined by how many blocks they're lifting, gravity, and how many rocket blocks are connected. A matching set isn't supposed to be a guaranteed score, and the player has to make the risk/reward decision between trying to launch stacks that might not make it out to get a higher score, or launch smaller stacks and try to survive for as long as possible.
(
https://www.youtube.com/watch?v=9NxKdvMIaYM&feature=youtu.be) Alpha 2 extended gameplay, with commentary
[edit]And a new Devlog:
[video=youtube;C3SsM29Tv5s]https://www.youtube.com/watch?v=C3SsM29Tv5s[/video]
Ulukai on 3/7/2014 at 20:21
Finally got back to it after moving house. Video below with the Boss Battle music and some placeholder sounds. The important thing is, the sound engine works!
[video=youtube;NLnnPJ_Siqs]https://www.youtube.com/watch?v=NLnnPJ_Siqs[/video]
smallfry on 4/7/2014 at 06:21
I'm really happy to see an update on your game! It's really looking great so keep up the good work!
henke on 5/7/2014 at 09:29
And here's the first glimpse of what I've been working on.
Introducing...
DRIFTGAME: THE DRIFTINGEST DRIFT GAME EVER: A Magical Journey through the Forest of Neverending Drift, if you catch my drift (working title)
genre: arthouse driftgame
[video=youtube;CfdAaqAvRxw]https://www.youtube.com/watch?v=CfdAaqAvRxw&feature=youtu.be[/video]
henke on 5/7/2014 at 17:10
Quote Posted by icemann
Looks like something you'd see in a game intro or somethin. The camera angles, style etc.
Thanks! :D
I worked quite a bit on getting the camera the way I wanted it. Neither the standard chase cam script in Unity nor ones I found online worked quite how I wanted, so I had to work a bit on that.
As for the gameplay, I haven't quite worked out what it'll be like yet. I did have an idea in my head when I started, but it's kinda morphed into something else as I've worked on it. Might end up making two different drifting games infact. It'll certainly not play anything like a conventional drift mode in racing games though. Instead it'll basically be Asteroids, but with a car, and not in outer space.
You'll see.
Pyrian on 7/7/2014 at 05:01
Adding difficulty levels is much harder than I'd supposed it would be. I feel like I'm basically having to redesign each challenge two more times. It would be easier if they weren't randomized... And I have to think about which random spawns go with which others, and so forth.
Pyrian on 10/7/2014 at 01:59
New build if anybody wants to try it! The difficulty settings are brand new and not really documented. Easy, Normal, to Hard means more and faster enemies as difficulty increases. "Breezy" means getting caught doesn't stop your progress, while "Iron" means you have to restart each section if you get caught. (Neither is the standard return to checkpoint.) Note that Breezy and Iron are each compatible with any of Easy, Normal, and Hard, so you can play "Easy Iron" or "Hard Breezy" if you so desire. ...Actually Hard Breezy is kind of fun...
(
https://dl.dropboxusercontent.com/u/52800206/Faerie/Faerie.html) Faerie Miri & the Firefly Festival
Inline Image:
http://i32.photobucket.com/albums/d3/Pyrian/FaerieProject_2014-07-09_zps4d6430d6.png