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AngryyBot

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A member registered May 03, 2017

Creator of

Recent community posts

Thanks for the feedback! I will be continuing to work on this, i already planned to rework the controlls to allow gamepad, mouse and more cotroll options. The BGM is a hard one for me, i would like it to be very sutble and mostly ambiance but i don’t know anything about composing or where to search for pieces. The first mission is supposed to be a tutorial so i might implement some kind of dialogue system to help explaining the controlls

Thank you, i want to see if i manage to implement the two ‘not available’ missions and refine the controlls a bit more before February

Thank you, i kinda fumbled with my time management during the week days of the jam and ended not being able to work on it for half of the jam. Even with the scope of things i wanted cut down i couldn’t implement the two other missions in time

Thats fair, i want to understand what got you confused but i know that without figuring it out there is no way to actually point out the confusig bits

Yeah, sorry for that, when i realised how many buttons i needed for the 6dof on the controller and ended up giving up on properly implementing it before i added the missiles to the prototype

The missile is a weird thing, i did not managed to make a cross hair that properly shows where it will go, you have a * for what is directly in front, and the ships vector marks (the >< and <>) but the missile actually goes somewhere in between then. I did not realised it before you guys pointed it out

Thanks for the feedback, I really have put a lot of thought on just making the controlls as fun as possible, there is still a lot of things i couldn’t figure out on time. Like a V-Joy thing similar to No Man’s Sky to controll with mouse or to get some gamepad controll properly.

For the missile thing, I had to add the ships velocity + missile velocity so you don’t hit yourself when launching the missiles so if you launch it to the sides it does go off quite a bit

The UI i really did just plan for the default project resolution, so it only gets the way i intended at 1152x648. I realised too late that when i go fullscreen/maximized it gets terrible small, and i might update it to scale better with screen resolution.

For the ship direction, i did add those vector markers to try to help with it, the >< for towards and <> for backwards. maybe due to the ui size it was hard to notice.

Sounds were a last second extra that i just needed to get some feedback for the waypoints. otherwise it would have been completely silent. I am glad i ended up adding them as even as simple as they are they improve the experience way lot more than i was expecting