Mid-2017 on a random summer night, I decided to make a code for magnets in 2d games. It eventually evolved into a gravity code for spherical planets. I then spent quite a while programing a player and enemy ai for this environment. I eventually got bored with that because all the surfaces were perfectly round. I wanted non uniform surfaces to traverse. After many trials, I ended up with a solid gravity code that attracts any object to the nearest planetary surface.
I eventually wish to publish this to platforms such as Xbox, PS4, and Steam. I have a lot to do before then and what you see here is in no way a final product. I am keeping the game plan a secret for now, but feel free to keep up with the changes that I will document below.
Something's Going On
Similar to last time, the moving planets caused a ton of lag with the gravity codes. For now, the planets will be stationary. If I move them using FixedUpdate, it will work perfectly fine while looking super jumpy if it’s going fast. Oh well…
Let's Forget This Happened
In pursuit of the ever-distant goal of walking on moving objects, I had an extreme number of hurdles to get over. It had issues as the player would start flipping around when on moving objects at certain angles. I haven’t completely fixed the issue, but after 15 hours of one thing after another, the player no longer suffers severe seizers.
Spaceship & Bug Fixes
In the previous version, I hadn’t fully finished the ship piloting system. The player would be doing stupid things inside the spaceship whilst it flies. This includes dying. The player would hit walls and die, quite the annoyance! Now the player approaches the orb and strikes a pose of piloting the ship.
Additionally, the player can park the ship on a moving object. The goal is that the player should be able to park the ship on an enemy ship for boarding. I’m a tad away from that, but we will see what happens.
How in tarnation do you expect to navigate the stars without a handy spaceship by your side? Not unlike other 2d space games, this one will incorporate boarding ships to take control. The ships are boardable via a portal on the surface of a planet or on the outside of the spaceship if the ship is in deep space. Any object or entity can board any ship so don’t get too comfortable.
Additionally, changes were made to the bomb ability. It now teleports the player upon exploding. A tad more exciting than just a poof, wouldn’t you say?
A game without sound lacks a great deal of immersion. To overcome this, I learned how to implement event systems into the animations of the player and spawn sound objects when things happen. Using the website JFXR, I was able to create bubbly robot sounds to better define our little Borg.
Power & Health
Further adjustments were made to the health and power codes of the player. The player needs to be resourceful with their power. If they overdraw, they will become overheated/fatigued and be punished with a cooldown period where the player cannot do anything until they cool off. Additionally, the player will take damage from collisions that exceed a threshold. This allows for realistic consequences with moving objects and falling.
Pulling assets I developed in a previous Project, I developed a cleaner version of the player controller and related codes such as health. Unlike the previous project, this one has a purpose and direction. Focusing greatly on character development, I designed and animated the Borg as a playful little robot with a hop in its step.
Copyright © 2019 Ben Durch