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Any idea if the next build will fix the issue of heavy spinning weapons coming to a sudden stop when hitting the walls or the floor (and sometimes opponents)?

This is a simplification I made to avoid having to deal with coming up with an algorithm for computing the percentage of energy lost on different hit conditions. 

If you don’t mind my asking, what situation are you having where it doesn’t feel right to dump all of the spinner’s KE on the hit?

For example, a weapon spinning at a high rpm feels odd when it comes to a sudden stop against the wall or floor. It just seems a little bit more realistic if the weapons kind of bounce the bot away from the surface it struck if the bite depth wasn't great enough to exert all of the force.

This is super helpful.  Thank you!

Right now I'm thinking the following:

1. If there is a glancing blow, the weapon will bounce off without losing speed. (DONE)

2. If there is a direct hit, the weapon will lose all of its speed, dumping all of its KE into the robots involved. (DONE)

3. There needs to be a gray area between #1 and #2.  Something in between a "good hit" and a "glancing blow".  (NOT DONE)  Maybe the "glancing blow" situation needs to be adjusted depending on the quality of the hit such that a fraction of the speed is lost, but not all of it.

That's exciting, this game is definitely heading in the right direction. Heck, in its current state, it's the best robot combat simulator available.