I'd like to be able to create a ship from scratch.
The copy button doesn't work for me and eats my scrap
Multiplayer, Physics-Based Autobattler · By
Hello,
Thanks for your feedback!
I looked into the copy issue and found the possible bug, the data structure of ships was changed and not updated in the copy function.
It should be working correct in this update.
You can create a ship from scratch by pressing the "core" button on the bottom right, you will be able to place down a core, press tab when hovering over the core or use the small hammer button under the ship to start editing the ship, new buttons for each available block will show on the bottom left for you to select and place on the core :) You can also use the upgrade button in the bottom right to open the upgrade window and unlock new blocks or upgrades for blocks.
Hope this helps,
1ButtonWonder.
The fix worked! Also I'm a huge fan of the way the tiles merge now, esp. the engines.
I'll jot down more thoughts here as I play.
Gameplay
Interface Stuff
Glad the fix worked :)
Gameplay:
* Enemies not having cores is due to cores not really being implemented yet, in the way that they are just a block for now and the ship isn't destroyed when the core is. I created the physics systems to be able to shoot off chunks of ships, which i thought was cool, but when a ship is cut in 2, only one side would have the core and be destroyed. I'm still thinking about this, but possibly the idea of cores will be removed, they will just be the ship's starting block to build around.
* the movement abilities of a ship don't matter too much now, I took note of this but don't have a current solution.
UI:
* I'll try to scale the UI with resolution, working in the unity editor the UI feels fine but on higher resolutions this is indeed too small.
* I will make generated ship and cores spawn on top of the mouse if that spot is free.
* disabling or locking a ships rotation should be possible in the build phase.
* This seems to be a bug where no collision was found when placing ships, I will try to fix it.
* The end battle button is a emergency way of ending a battle premature, sometimes just a few chunks of ships are left but the timer still has a way to go. I will create an "inactive timer" which when over a treshold will end the battle premature to avoid this.
Thanks again for your feedback, it is really precious to me! :)
Have fun,
1ButtonWonder.
That was fast! I gave it another go, so here's some more notes :D
An idea for handling cores: maybe parts could stop working if there isn't at least one core connected to them. So you could have multiple in case the ship breaks, or just one to save space and money. More just cause it feels weird to have the weapons firing when they're disconnected on their own.
There's a lot of tough design decisions ahead, but luckily it's already very satisfying to see ships blown apart, so you've got a nice base :)
Thanks again for your feedback!
* Tooltips for the upgrade screen should be fixed.
* Indication when placing the core is fixed, you can cancel placing a core by right clicking.
* I'm not sure what to do with the health bar yet, how it works now is, you have 1000 life over several rounds, whenever the enemy destroys a block from player ships this will go down, when you reach zero you lose. This will probably be replaced by adding a static base structure the players can build upon every round, and has to be destroyed for the other player to win. the damage to a static base structure will be permanent unlike ships which regenerate each round. You will be able to place almost any block on it like you do with ships, one of the exceptions will be no engines. I'm still not decided on this, it's just an idea.
* As for the core mechanics, lots can be done with it, I do prefer being able to split ships in two or more pieces and they work individually, while the engines provide physics based propulsion. However just one block with a weapon seems kinda dumb to be honest :) I'll think about this.