Mechanics and clocks - Experimenting

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    **PARRY**

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Didn't do much gamedevv stuff these days, things are opening and I'm enjoying this strange cloudy spring.
And after so many real stuff here we are in a weird, distant pixel world. This time I'm trying to discover and meld mechanics in a game where you have to control infact to main entities, the difference that I want to enstablish beetwen them is that one is a more offesinve one and the other for defense purpose but that leave me unsatisfied with route. I'm thinking more about that they work completely as one entity and the offensive and defensive options are not a thing by themself but become useful in more then one way depending on the context and the enemies type.

Wich for now I have only one, and dosen't do damage ahah so I better work and learn some pathfinding system and AI for the other type I want to add.
For now they just go relentlessly toward the player, dropping options(stole that nameing from Gradius, will rename it later when I find something as cool) when they die.

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The Options rotate around the player and they can be shifted in 2 modes. One they rotate around the player and block projectiles in the second done by holding the right mouse button they scale up in the current position, when they hit the enemies they destroy both themself and the other.
What I wanted them to do was to rotate at varius distances from the player, but I made them by taking a long sprite and putting it center distant from the actual collision mask so that they give the impression of gravitating far from the player, reality is that they work more like clock hands. I'll have to learn or how to move the center of a sprite or making a new object that actually rotate around.

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Have a nice day :D


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