OMG. Those poses... What a great game. Well done! =)
Dubhan
Creator of
Recent community posts
Thanks TheBestMrand. Agree. I like the concept as well. The win condition was supposed to be 10 rounds of play (10 different signals) and you had to get a % of signals decoded to get to Earth. It was a highest score / distance game. You would have gathered blue beams to charge up and shoot enemies, raise shields, go faster, or fix your hull with nanobots...of course debris and aliens would block your path (Gyruss like)...
Ya, noted. When I first started the prototype I thought I wanted thrusters and RCS controls, but when I saw the beams exit through the satellite, I thought "that's cool, it is almost like the Solar Sailer in TRON where that ship rides the beam of light." So, I left it as is, where the Signal acts like a carrier beam, accelerating you through space.
I then started to think, how can I make it lock onto a beam so that the player can "hop beams"... even considered making it a Gyruss / Guitar Hero type game... I luckily avoided that rabbit hole.
Thanks!
The Chaos portals were a part of theme. I added the arrows on the track to lessen the chaos impact...but it seems it was too chaotic for most.
UI Credit goes to (free asset): https://assetstore.unity.com/packages/tools/gui/slimui-tech-menu-133049
Credit goes to: https://assetstore.unity.com/packages/tools/gui/slimui-tech-menu-133049
I adjusted the script and background image.
OMG. Micromachines!!! I modelled this game as an RC PRO AM reboot.
Yes! I love your ideas! Here were some features / mechanics on my "wish list" if I had time:
- Hovering and leaning effects
- Drone selection with turrets, guns, and launchers <-- this is what I started with, but I kept it simple to achieve a finished product
- Drone abilities: boost, warp, shield, burst, phasing...etc
- Dynamic radio announcer voice overs <-- I had a whole script about the planet and different race conditions
- Cinemachine panning for start, winning, and big map hazards (such as a mech dropping from a sky and shooting down drones)
- Awesome AI (so they don't just follow waypoints)
- Networking
... The list goes on! I think this could have potential to be something fun, even a platformer.
Re: Bit hard to catch up; I had similar that feedback from another play tester too. The lagging speed boost is a great idea!; the best I think of (with the time constrait) is give the player a tiny bit more speed. I guess that's the challenge when you go solo, your thinking is scoped.
Agree. The game is still requires several mechanics.
The chaos portals are up to 100units in any (valid) direction. When I had others play test it, they also didn't like the chaos portals. The wanted more control, such as:
- adjusting the portal colour to advise it's warp direction; or
- at least warping in the direction of the track; or
- to make it more beneficial / fun and wark ahead or behind of the pack.
I think the portal mechanic definitely needs tweaking. But my reply was, that's didn't feel as "chaotic" when you have a choice as to what portal you took. So despite the feedback I kept it as random as possible...
Appreciate the feedback! =)