[#PROTOSHI] 1 ADVANCED - SNACK HUNTER!
"In order to survive as an Alien Bug, you have to find food, find cover and not get crushed by bigger Aliens!"
https://v-master.itch.io/snack-hunter
HOPE YOU ENJOY!
https://v-master.itch.io/snack-hunter
HOPE YOU ENJOY!
Comments
the controls took some getting used to but that's more me than any issue with your setup.
that hand is a nigtmare though because the first few times I got caught it was so much wider than the shadow let on so it was hard to avoid, but eventually you catch on and the only thing I'm still struggling is trying to judge the height it will land at correctly.
Glad to hear that the hand is seen as a nightmare XD
I built the controls for an analog stick, so it is a little hard to do on keyboard I'll admit. I was considering using the mouse and making the movement be based on clicks similar to Diablo, but it would've conflicted with the Pad system I already had in place. Let me know what I could do to further improve the controls. Very happy to hear that you enjoyed it! :-)
Dig how the hand is the enemy. Creative use of this.
Winners of the competition will be announced on the 5th of May.
Snack hunter was intriguing. It is your best submission out of the four due to it's "FUNNESS" and level of completion.
The Hand Boss element stood out the most.
I'm planning on expanding on it. The original idea of the game was that it was going to be multiplayer. Do you have tips, sources or ideas on how I can implement it? After the other 3 games, I'm thinking of using the Input System in order to support multiple controllers. So I'm just curious on various ways it could be done...
Everybody has their favorite, but I recommend the INCONTROL asset. from the assets store.
It is a very technical and requires some coding to use properly.
I used it for the Critical Dash pong game.
I can't comment on the new Unity input system. I haven't tried it yet.
I can also say, that trying to write your own code to capture and map controller buttons is a TON of work and the time is better spent by purchasing a controller asset (or perhaps using the new input system if that works)
What I like about INCONTROL is that the owner keeps it up to date with all the controllers they can find... the system automatically recognizes the controller and maps the input to universal values.
But. yeah. figuring out how to use it to that full potential is a little bit of a chore. Not exactly plug 'n play.
With regards to the GAME design for multiple players.
You have to stop thinking of players as an object in the game.
Rather start thinking of players as "sessions" with Controllers.
The player character is just a prefab that you spawn, and marry to the controller input.
If you can wrap your design around that approach then it becomes easy to have as many players as you like.