Hah yeah I know helicopter is spelled that way. I did the game Helichopter last year for the kongregate unity contest, and this one this year for the unity flash contest. I only spent 3 days putting this game together. I had plans before this one to do a 20 level game where you progress from just flying through way points to picking up cargo, to transporting soldiers, to shooting tanks, ect. Each level would be a different helicopter that handles differently. I just wanted to see how people would respond to a stripped down version of Helichopter.
I could add collision damage to this one pretty quickly tho. Give me a couple of hours.
So just for some competition my fastest times so far are. Lvl1: 22.91 Lvl2: 32.67, Lvl3: 41.9, Lvl4: 24.55, and lvl 5: 39.21.
I might be looking into doing a replay system.
Thanks for the comments clasher! While the next update will be the last one for this game, I'm probably going to do another Helichopter game or two... They'll be similar but the game play/progression/levels will be actually planned out. I'll also have more than 5 days to do all of the art and get it working in game :p. I have previously thought about a lot of the issues you mentioned and it just came down to time in the end. Originally I did want to make enemy jets and helicopters, they'll be in future games. I also wanted to make a healing turret, a barricade, an anti missile laser turret and a AA/flak turret. I thought about selling turrets, but now that you can move them I didn't really feel like it was really needed. Maybe I'll look into putting that in quick.
Not too bad. There's room for a lot of improvement. The ship movement should be faster or more responsive. I'd add in more enemies as well, or more things to shoot so there's not as much of a lull between waves of guys.
With your ship models you should adjust the normals smoothing angle so they don't look smooth around wing edges/engines ect. Go into your imported meshes in unity and in the inspector, under normals and tangents, set normals to calculate and adjust the angle there. That'd make a bunch of your models look instantly better.
really Aren? are you one of the devs from battle treads? and you feel like I was bashing your game because I posted some criticism?
Battle Treads could be a fun game if the tanks were fun to control. The rest of the game seemed fine from the five minutes that I played it, I had to stop because the feeling of driving around was so bad.
dude, do you want some help with the tank controls/movement? right now they're pretty bad. I'd let you look at my movement script that I'm using on my helichopter game. It's the thing that I spent more than a day on so it's actually pretty good.
send me a message if you're interested.
This could be a pretty cool game, just as it is the controls really need some work.
The gauge in the top left is for your artillery turrets, you manually aim those and click on that gauge to make them fire. They actually shoot quite far and do a lot of damage. If you can buy a few of them they help defend an area quite well once they're shooting in the right place.
with the boss tank you can already blow up the little turrets on it, and it's main cannon... It could be smaller, maybe like three times the size of a normal tank.
Thanks for all of the early comments.
I'll add in pausing when you open the buy / upgrade menu, and I'll probably add in an in game option menu to restart the map and toggle a couple of things. That can probably happen today.
A minimap would be nice as well. I'll have to look into that. If I do add a mini map I'll probably raise the height limit too.
a little bit easier off the start would probably make it more fun as well.