Posted December 02, 2020 by docssand
#2d #action
Today I started implementing all the major mechanics:
Every time I needed remapping a value to another set of bounds I used an inverse lerp and then a lerp. I learned this function some days ago and I'm using it all the time now. The static class and static method look like this:
public static class Maths { public static float Remap(float minSource, float maxSource, float minConv, float maxConv, float toConv) { float t = Mathf.InverseLerp(minSource, maxSource, toConv); return Mathf.Lerp(minConv, maxConv, t); } }
The trail is made with the trail component in Unity. It's pretty exhaustive, there are a lot of functions to personalize it. More importantly: it saved me a lot of time!
We had a lot of ideas: adding a moving breathing black hole to launch the moons into, use the change of gravity to shoot out the moons, making life-restoring moons and using the doppler effect for some funny approaching moon sounds.