Skip Navigation

InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)I
Posts
2
Comments
237
Joined
3 yr. ago

  • Yeah, no shit. But you don't need to hear the news from a screen when it's happening to you and those you know.

  • Seems like it was though. You directly mentioned screens designed to instil fear.

  • It was a pretty easy implementation, actually. The bullet already checks for collision with the player, so I just get the player's state when that happens, and if it's phasing, the bullet faces its creator. Its usual "go forward real fast" code takes it the rest of the way.

  • It's happening!

    (Ignore the slow-mo that totally isn't to compensate for my lack of fast reflexes!)

  • I'll hold you to that haha!

    Thanks again :)

  • That seems to be the major takeaway. And, as I expected, it's obvious in retrospect haha! I'm considering remaking the levels around actual platforming, with large drops and no easy path. Thanks a ton for your feedback!

  • Hey friendo! Did you get a chance to try it out? :)

  • These have all been great suggestions! Thanks so much for the feedback, it will certainly help inform our next moves. And also, thanks for checking out the demo :)

  • I'm simply happy a stranger is willing to give it a try! I hope the "tutorial" isn't too vague. But in any case, that will definitely get some work, soon.

  • The simplicity of the obstacles has been mentioned a few times now. We'll definitely take that on board and try to exploit the movement mechanics.

    Also, I'm definitely biased, but I think the movement is quite fun! I hope you agree, if you test out the demo.

  • That is an incredible idea! That's definitely going on the pile. Thanks for that.

  • Hmm, you put me in an awkward position. We were planning on simply having this environment ramp up in intensity toward the final room. (The game should really only take about 10 minutes to complete. Something of a proof of concept for us.)

    But you throwing out the idea of other environments does tempt me to suggest increasing the scope!

    By speed settings, are you referring to player speed, laser grid speed, or some overall speed scale? You raise an interesting point.

    Also, if you'd like to try it out, we have builds of the current state of the game to test out: https://drive.google.com/drive/folders/1jsOXz3Isfp6CTGfL7PfKGCqF4xxdMJjV?usp=sharing

    Any feedback is welcome, however incisive, scathing or negative. Positive is nice too, but we can't be too presumptuous :P

  • If I may be so bold - I have added download links, if you're interested in testing it out.

  • Technically it's all random - only the first 2 are set in stone. Though the way the defence generation works, lasers etc only start to phase in after about 10-15 rooms, so that might be what you're picking up on. I could bump those numbers up so defences start spawning earlier, perhaps. It gets genuinely chaotic after a couple dozen rooms!

  • Very fair criticism! May I ask what you think might make for more interesting obstacles? Different shapes, maybe stuff that moves?

  • Godot @programming.dev

    A friend and I have been working on a fast-paced 3D action platformer - we call it //PHASE-KILLER/

    streamable.com /y8shdz
  • I genuinely think you might be right.

  • Good point. We need to ramp up the numbers. Charlie Kirk would be proud.

  • No, that's a dirtgull. A landgull would be a kangaroo.

  • Maybe it's not.

  • Linux @lemmy.ml

    "Linux Desktop: A Collective Delusion" - an unhinged rant

    tadeubento.com /2023/linux-desktop-a-collective-delusion/