This was pretty alright. I feel like it was hard to get into a good flow throwing fruit into the air.
I wonder if making the slashes longer & semi-parabolic (defined with bezier curves?) like the ballistic trajectories of the fruit would give a better & more natural margin for error. Collision of shapes against bezier curves takes a bit of doing to puzzle out, but it might be worth proving it out here.
All that said, it was a fun lil toy & the art was really a high point here, so kudos to the illustrator(s) who worked on it!
Viewing post in Fruit Massacre jam comments
Hi BugBiteSquared, thank you for playing! 😁
I'm curious about what you said but I'm not certain I have understood it correctly 🤔
What you say is that you find the "HitBoxes" too small? How do you imagine the shape of the hitbox/es is/are? By your response we can understand how are the hitboxes perceived and maybe tweak them.
Thanks in advance! 👋
Hi!
I was saying you could define the fruit with circle or box collision (AABB?) shapes & then the slashes with bezier curves & find a way to check the collision between the slashes & fruit.
Longer slashes with longer hitboxes could be an idea too since they may actually line up with your fruit trajectories, which can have sections that are less curvy. So, you'd be aiming to have the slashes hit the fruits when they're *not* at their peak height, but when they're moving fastest before & after that. I'm just thinking there'd be more overlap that way, so collision checks would hopefully be a bit more forgiving without being *too* forgiving.
Sorry if this is unclear. Just suggesting some ideas. They might not work that well in practice. I hope this helps a bit!
Hi, these are the hitboxes:
So I guess the hitboxes are not perceived correctly....🤔 we'll look into that! Thanks for your "perception data" they'll be very useful to find a possible issue!
To thank you I'll tell you a secret: in the last 0.4 seconds if a fruit is exiting the collider the slash will execute instantly instead of waiting for the default time, this is a Forgiveness Mechanics we added that really influences the gameplay without being noticed.😉