B: BB
Horay for posting a prototype.
[url = http://www.mediafire.com/?jgffbdwpwjh1btd]Download[/url]
I'm not sure what BB stands for... Boom Blocks? Black Boys, Beastly Bling or something. Boom Boom.
My attempt to make something that is a 2 player, real time pvp. Controls are horrible, so if you have suggestions hit me.
Thoughts are that you need fine grain control to be able to shoot in any direction, or else you limited to axis and diagonals which then means you have to be in the right place to hit the other player? not cool, not what I wanted. My guess is that it would play better with the mouse and a network, but the idea was 2 players 1 keyboard, so going to try stick to that, and make it work/fun. Also I want xbox controllers :)
Objective : Kill the other player by shooting a block at him! 2 players ONLY.
Warning : Not suitable for those allergic to particles and T-Poses.
//Controls
Player 1
movement = WASD
shoot = J
Player 2
movement = Arrow Keys
shoot = right Shift
//Bugs / awesome features
- teleporting (because my code, yuk.... ><)
lesson: don't code at night when not fueled by coffee?
[url = http://www.mediafire.com/?jgffbdwpwjh1btd]Download[/url]
I'm not sure what BB stands for... Boom Blocks? Black Boys, Beastly Bling or something. Boom Boom.
My attempt to make something that is a 2 player, real time pvp. Controls are horrible, so if you have suggestions hit me.
Thoughts are that you need fine grain control to be able to shoot in any direction, or else you limited to axis and diagonals which then means you have to be in the right place to hit the other player? not cool, not what I wanted. My guess is that it would play better with the mouse and a network, but the idea was 2 players 1 keyboard, so going to try stick to that, and make it work/fun. Also I want xbox controllers :)
Objective : Kill the other player by shooting a block at him! 2 players ONLY.
Warning : Not suitable for those allergic to particles and T-Poses.
//Controls
Player 1
movement = WASD
shoot = J
Player 2
movement = Arrow Keys
shoot = right Shift
//Bugs / awesome features
- teleporting (because my code, yuk.... ><)
lesson: don't code at night when not fueled by coffee?
Comments
Speaking of walls the level really needs an arena layout with walls or obstacles to hide behind and chase you opponent through. Walls could have different heights to bounce bombs back or just prevent blast damage. Then you could have ramps which give launch height and dips that shorten the range.
Since the bombs are physics based what about other weapons that react different with the scenery? You could have them as pick-ups with a limited ammo and you revert to the default bomb.
I look forward to seeing this progress but it needs scenery to make the bombs interesting
Walls : I tried implementing them, but the controllers didn't want to collide with them for some reason, will have a look at that again.
Other weapons : I like your idea of other weapons and the height varying the range, not sure how to go about implementing that...
I've just implemented a larger blast radius to double! which changes the fight dynamic quite a bit, but it is still lacking a sense of strategy.
was thinking of adding a random drop that your next bomb is double radius and a entangling roots effect on the opposing player if hit, or maybe guaranteed. So you just shoot, he's ensnared and then that gives you time to try aim up and blast his face!
also added a trail, so to help easier identify your and your opponents movement direction, seemed to help the battle too.
Would love to see terrain that effects the physics bouncy pads for players and physics perhaps a short use shield you can call on at a time.
Different weapons would certainly be good. And perhaps terrain where you can get above on ramps and things like that. Explosions could push the players back causing them to fall off edges into nasty spikes :) (although that probably wont work well with the scoring engine)
Keep us informed.
Thanks for the suggestions.
I've added:
- Bouncy walls
- AOE bomb damage + damage display
- 5 second purge pick up
- changed character movements from rigid body movement to unity’s built in character controller
- 1000 point win condition
Would like to take on the varying heights ideas, and have that effect the throw distance and then also underground travel, or teleporting!
BB produces some interesting spacial challenges. There was a definite sense of outsmarting your opponent. The bouncing off walls mechanic and judging the time until explosion seems like it could produce a lot of gameplay.
You could probably make it 3 player with the current controls. i.e. Include the mouse as a possible player, drag left and right to rotate, left click attack, right click forward. (Though admittedly that might be a bit awkward, but it might produce some new strategies).
Some stuff I'd suggest you work on improving:
It's difficult to tell what direction you are aiming in (especially when you are facing upwards). A more identifiable character, or even just a line drawn along the path the projectiles will take would be nice. If you wanted to be fancy the line could bounce off walls like the projectiles will, though that's maybe a bit much so soon in this prototype.
More pickups, that spawn randomly etc. I suspect the game may become very standoffish once both players understand the system. So encouraging them to move around the map to gain random advantages will help the combat dynamics evolve. When we played we never had the dynamic of one player having to run away and use the terrain to hide (due to temporarily not being able to shoot), but I suspect this is what you were going for with the pickup.
Also:
I'm not 100% convinced in the style of controls. I know the fire rate and the range of explosions and the map layout are based on the playerss ability to move. I guess I just feel it might be a bit slow. Slow to turn and slow to move. However changing the turning and movement might reduce the strategy, it might become more like a bullet dodging game if the players move too quickly.
What I like here is that, similar to BB, the player just presses forward to move and left and right to turn, but once going forward the player can turn and shoot. Because Luftrausers is about flying a plane through the air obviously maintaining velocity while firing in another direction works well, though I don't know whether it'd fit in BB. I feel like I'd like BB to be a little more action orientated... though I wouldn't want the strategy ruined.
This game did local multiplayer shooting-at-each-other-strategically quite well:
(Which also has a lot of traveling in one direction while shooting in another, though the 0Space controls are much more complicated than those of BB)
Anyway... those are some ideas. Not sure if they fit. Looking forward to where you take this!
P.S. I also like the idea @tbulford suggested. Bouncy pad and things that allow the player to move around the map faster would add more meaning to player positioning.
P.P.S I'd like to try a BB fight in an arena that has solid walls all along the outside edges, that way bullets will never go off into space and winning will be quicker. It would be a bit faster and a bit more chaotic, but I like that kind of thing.
P.P.P.S If you do do different kinds of weapons (like @tbulford suggested) then a weapon that has explosions that cause knockback might be wonderfully chaotic.
I think? ...Though dynamics that affect player movement and the shooting probably fall under refinement??
where the weapons are all different types of bomb and strategy came in with knowing how to use the different types (players would spawn with one of the types at random)
one of the weapons was a delayed trigger mine type bomb, which might fit with your game, so a bomb that can be triggered again to explode but bounces less and
has a lower throw range.
@SkinkLizzard, those are cool ideas too! I like the mine bomb a lot! also I think i know how to do the power throwing of the bomb, that would be awesome too, 3 cheers for awesome community help! Horrah Horrah Horrah.
I know prototypes are supposed to serve as getting your game idea out as fast as possible, but it seems it presents a good opportunity to an artist ( aka me ) to practice those skills too, modeling, rigging, painting etc. More practice is more practice, rather than watching tv. Here's what some painting practice turned into:
The plan is to have two or three textures that I can blend between for different parts on the ground specially areas where buildings meet grass.
Was watching some guys playing Diablo 3 at work, and the destructible environments really made it all that more juicy. I'd like to see if I can add in trees that if you shoot with bombs the leaves get affected and blow off, but also just ambient wind movement on leaves, could be a cool exercise, and will add life, something I really take pleasure in doing... giving life to pixels.
Thanks for playing and taking the time to comment, the help is appreciated.