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Yes, I am still planning to implement a preview of gun's stats, but there are some complications. When you add an "Exp" modifier, you're essentially giving the bullet a gun, that it will fire when it dies. This allows the player to change the behaviour of this explosion, by for example, adding a "Ho" modifier, which will make shrapnel home onto enemies.

Whereas "Spi" makes your original bullet invisible and "untouchable", while creating a new bullet, that spins around the original one. Guns and bullet are stored in two separate and I have no idea how to track which bullet belongs to which gun... Although, now that I think of it, every gun has a bullet template inside of it, but on the other hand while building a gun from modifiers, I don't store guns, I only store their properties... Anyway, I don't know how to implement it yet.

Also, it will involve changing the UI and I hate the UI.

(2 edits)

shouldn't a relative_x += cos(time *frequency)*magnitude work better for spiraling instead of orbiting?

I have this for my unity 3d game (posting because orbiting is exactly what I did before this dawned on me);

    public static void clockrotator(GameObject obj, float _rotratex, float _rotratey, float _rotrad){
        obj.transform.Translate((new Vector3(
        obj.transform.position.x - Mathf.Cos(Time.fixedTime * _rotratex) * _rotrad, 
        obj.transform.position.y - Mathf.Sin(Time.fixedTime * _rotratey) * _rotrad,
        obj.transform.position.z) - obj.transform.position)
         * Time.deltaTime);
}

Maybe, maybe. But it still won't solve the underlying issue.

(1 edit)

I don't know about how to solve that besides bullet having a property that names its "parent", but I know it will end up being "why didn't I see this solution that was infront of me all this time" kind of thing :)

(+2)

Just let people fly around and test out guns in between waves. Throw in some dummy targets for bullets to hit. :)

Done.