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I like visuals, but sometimes its annoying when you cant see obstacles created behind tower.  Another problem is that in higher stages its just impossible to play because of too dense amount of obstacles and gates. I have a question to you about this mobius- How its works? Is this animation generated by script or something?

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Implementing the mobius part was the biggest challenge I guess, it ate up too much time to be able to address other important stuff. But it sounded interesting for the theme in the start so I went there, maybe not the best idea but thats jams... Anyway, the players moves with some speed (variable, based on boosts and overall progress). The tiles rotate based on players position (0-360deg position, well, more precisely 0-720deg since on mobius strip you have to go 2x around the clock to get to where you started), which was needed so the player is always visible to the camera and does not get occluded by the other side of the moeb strip (must always face up). And then there's the gravity part, which is calculated based on the current 'angle' where the player is, and if he's on the 'top' or 'bottom' part of the strip. And all that is calculated/recalculated from the local coord system to the woorld coord system, because the strip spins around the global Y at an angle to make it more visually pleasing... So yes, the animations are all generated by script, always with regard to where the player currently is so he is always higher than the ground itself even though in the 'mobius' sense he's on the back side.

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Good job with that. Thanks for answer. Someday i will try to make something similar just to learn. For me generating levels and behavior via code is most interesting thing in game development.