Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(1 edit) (+1)

This is really fun. I'd love a second level.  The chutes in the screenshot look great.

In the original arcade version, you accelerate the ball by adding to the particular velocity.  This would result in infinite speed (like Asteroids) but you also apply friction by multiplying by a number close to 1, like 0.95 or whatever.  If there's no speed, it doesn't do anything, but the greater the speed, the more lost to friction.  When that amount equals the acceleration, you've reached a top speed, or limit.

In your version, there's accelerated movement with no friction and a top speed applied.  It's very close to the same thing, but it's not quite the same thing.  In particular, the old approach allows for a less steep curve of acceleration and a steeper curve of deceleration - when you accelerate, friction works against you and when you stop, it works with you.  This is, in my opinion, a pretty important part of the controls in this game.  I hope that's useful.

Yes, in fact it was the part where i struggled most with, and because of the short time gap we had for the game i cut it there so i could model at least a couple of levels (if you finish the first level you should get to the second one, maybe you have played the first version i had uploaded to the jam, but i updated it with a second level before deadline ended!).

Thanks for the tip, i'll take not of it and if i go on polishing it with future updates i'll try to implement it, no doubt! 👌

(+1)

Awesome.  I downloaded right after you uploaded but didn't get to playing it for a few days.  That's why I didn't have the second level.

If you get stuck on the physics, let me know.  I've done enough Unity that I could work up a quick example.

I sure would thank some tips about it, if you want we can talk via discord and i can send you the control script or even the project so you can look everywhere

(+1)

I would love to take a look at it.  I work until Sunday evening (I run a kids coding school) and then I'm on a little trip with my daughter.  Mid-next week I'll have some time to connect with you on this.

Meanwhile, here's an example in Scratch: https://scratch.mit.edu/projects/794315773/

You can click see inside.  The code is block-based, but basically works like pseudocode. Looking into Unity a bit, in your update loop, you'd want to multiply the RigidBody.Velocity by that 0.95 or whatever.