Ball Buster
por GameDevGuild
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Ball Buster
Etiquetas para Ball Buster
Descripción
¡No es solo otro juego de pelotas, este tiene explosiones! Actualizado con varios tipos nuevos de pelotas y soporte para controladores. Roca, Piedra, Bola de fuego son iguales por ahora. La rebotadora dispara munición rebotadora. El oro aplasta casi todo, pero es pesado. La Escama de Dragón puede trepar paredes y tiene tracción en hielo.
Cómo jugar
WASD para moverse. Espacio para saltar. Clic izquierdo y derecho para disparar proyectiles. Ratón para apuntar. Clic derecho para munición explosiva. P para recargar rápido el nivel. Los potenciadores verdes te dan 5 segundos más. Los rojos te dan 3 disparos explosivos. ¡Llega al final antes de que se acabe el tiempo!
Comentarios
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.