- Quote :
- so can you make his turbo speed faster than the scrolling speed on a right swipe? once you speed up, you have to left swipe to go back to normal?
You mean having the robot more on the right side when on turbo mode? To be able to see "less" when you're in turbo mode? Well, I can edit the camera in order to do that effect yes. In order to make the move smooth it'll take a bit of work on the camera but I can do it yes.
I can't allow any spamming in the game because spamming mean very often "bugs". For example, most of the time, if I spam the turbo, it'll increase the speed again and again even if I've made some "firewalls" against that, and the robot start having an anormal behavior like teleportation, stuck in the ground, etc.
And I really want a very clean system.
For example for turbo, few variables:
-Turbo duration
-Turbo speed
-Turbo recovery time
And each variables can be edited through bonus during the game or by improvements in between two levels.
In order to have all these possibilities, I really have to make it perfectly clean, because if I don't, it'll be the hell full of bugs. ^^
As for the jetpack, I'm not sure right now about allowing it, because it create some technicals issues for not that much improvement on the gameplay.
I mean.. with only swipe as controls, the jetpack won't be really easy to play with, or accurate, and it's a pain in the ass to make it work correctly AND smoothly in the move.
I may prefer a remote control solution.
Ex: at the beginning of the level you know that your offensive skill for the level is a remote control.
You see some "bouncing area" incoming, you have to trigger it by swiping up, in order to make it active and jump when you'll be on it.
It's a lot easier to do technically, because jetpacks and controls are... annoying as hell.
And I know it quite well because I've globally done one for one of my ex students group.
By the way, it'll be a lot easier to do AND to be understood by players if the game follow a constant logic for everything.
I mean, if every actions follow the same rules, it's easy to get the knack of it.
Action
->Duration
->Intensity
->Recovery timeSame go for the traps, because I'll probably have to hardcode them if I don't want to have to do plenty copy/paste in kismet. Which mean I won't be able to code 40 types of traps.
Then can look different graphically, but they'll have to share some "classes".
Exemples:
Slowing trap: it can look like grease, roots, teapots or anything, if it share the exact same behavior it's not a problem
-> Duration
-> Intensity
-> Rythm: permanent, every 3 sec, etc
-> Can or cannot be canceled by a defensive/offensive skill
Paf-you're-dead: it can look like a massive hammer which kick you out of the map, a pink elephant or wathever you want.
-> Rythm
-> Can or cannot be canceled by a defensive/offensive skill
etc etc
As for the pickable and temporary bonus it won't be a problem to do I think, if everything else follow clean rules.