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Definitely impressed by the work on that bow, but I'm convinced there's something off with the responses! I was getting numbers flashing up on some targets but not others.

I like that there's a sense of capturing the theme of the workshop in your moving targets - they've got a nice curve to their movement, but it would have been nice to see more variety. Where's the targets that spring out and back in again? Where's the loopy ones that bounce up and down? The same mechanics can create a variety of emotional experiences for your player, so a bit of a missed opportunity for exploration there.

Still, definitely some nice tech work here.

Thanks, but yeah, the responses didn't always work, and I'm not sure why, the hit events didn't even want to fire, and the overlap events sometimes triggered a bit late, causing the arrow to have passed through before it managed to trigger it. I'm sure this behavior can be improved, but I fear that would mean a complete restructure of how I've got the arrows interacting with the targets. 

As for the amount of targets and their behavior, I know I could've added more with some variety in movements. But I'd see this more as a tech demo, the targets can be duplicated as much as one would like, with movements being done in the blueprint itself. But a problem that will occur if done like that, is that the arrows will likely pass through the target again. Because the overlap event already triggers a bit late, and with moving targets, the chance that target moves in the process of detecting the arrow makes it even less reliable.

And i know that this can be fixed in a way (and I probably know how as well). But restructuring the blueprints completely to get the behavior more reliable would probably have taken me a little too long.