Unfortunately, there is nothing more than a flying ball with accurate physics. I was not quick enough to implement everything I wanted
QueenAlicorn
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Thank you for trying it out!
Yeah, I wasn't even halfway done with everything I wanted to do in the first place.
To be more precise with the instructions on how to play.
For validating each steps you only need to press spacebar one time. The charging bar moves by itself. You just have to press spacebar at the right time to select the force you want for the shot.
I think I should modify the description to better reflect the fact that I was not quick enough to finish all intended development on the project.
You saw all the available content I was able to code before the deadline.
The target is not implemented yet and the collision between the ball and the obstacle was not done in time either.
I checked about the 'setStatus' thingy. When compiling with Emscripten, it generates three different files by default. The first one is a wasm file (Wasm stands for Web Assembly it is a set of standardized low level instructions for web browser to help with performance while dealing with computation heavy web applications), it's what my C code compiles into. The two other files are an html file for a webpage and some Javascript "glue" which calls the wasm file and interacts with it. In the html file, I deleted everything that wasn't absolutely necessary for the game to run. There was call to the function 'setStatus' (in Javascript) which was modifying the html file to print a loading bar. This function being for the html and not the application itself, I removed it. But in the Javascript file, there was still some places where it tried to interact with the html.
That's a really good idea for UX. I was feeling there was something off but I couldn't guess what it was.
I was planning on adding rebounds but, again, I ran out of time.
I attempted to do the impossible by using a 2D graphics library (SDL) to literally do 3D renderin. I had to do so much 3D stuff from scratch, it's jarring. And on top of that I choose to make the physics of the projectile as accurate to reality as I could. I wanted to do everything from scratch to challenge my C coding skill, and my maths skills too. I derived all the detailed equations of motion and then translated them in such a way that it would be possible for me to implement. SDL is a pretty good library and is commonly considered a game engine but it is absolutely not intended for what I tried to do with it. Funnily enough, my initial goal was to implement two projectiles, a ball and a frisbee. But just doing everything correctly for one projectile and its associated graphics was way too much work in C for the time frame of a 1 week game jam
Thank you for the suggestion, I will take a look at vectarine! And thank you for trying my project!
Very fun game play loop! On my first try, I maxed out the durability, which made me really slow but almost indestructible. Then I tried to play with as low as durability as possible and even though I was fighting really hard it seems impossible to win. I guess durability plays the biggest role in match outcome. Maybe nerfing durability would make the game more balanced?
To be more precise, when the two players have similar durability, the game is more a match of skill (who can build up the most speed to attack). I guess balancing durability will be about reducing the effect of extremum values of durability or, more likely, reducing the effect of a big difference in durability, while keeping the same durability behavior overall. But it is not a necessity, because it is expected that a way lesser durable object will not match against a very durable opponent
I really love the music! And the metallic sound when the spinners collide makes it more enjoyable to play. The spinning animations are cool too
Keep up the good work!
I did not expect to play some minigames after the spinning. The visuals are good especially the pixel art ones, though it can be viewed as inconsistent because some mini games are in pixel art style and some are in the style with the bold lines and flat colors. Choosing to make all minigames in pixel art style could make it feels more intentional and consistent
The audio is ok, maybe some sounds are a little low on volume. And one more thing about the audio, the spinning wheel does not make any sound. I'm sad about it. It would be very nice if the spinning wheel made some spinning sound
For me, the fishing mini game feels very long to go through. However, the different mini games are fun.
Cool game! Even if I have some knowledge of quantum computing, it did not kept me from finding some enjoyment out of the game ! It's the type of games that makes me want to find optimal strategy using some maths. I think it's really original to have particle spin as your theme component.
The visual are fine. I think it would have been better to have a more rapid color change when a particle starts slowing down, or maybe making it flicker would better catch player's attention. The visual when the Qomputations take place is extremely satisfying !
If you have not got any ideas yet for musics and sound effects:
(for the music) I would suggest some ambient sound reminding of space
(for sound effect) a cash register sound effect when you buy something
coins sound effects when you get some money
a spinning object sound (in the ideas of a washing machine for example) when all particles are in superposition, this way the player as a audio hint to know if all particles are in superposition
An electricity sound effect when a computation happen would add even more satisfaction to it, in my opinion
Overall, really cool stuff and a nerd like me can play this for a long time
Cool game! Even if I have some knowledge of quantum computing, it did not kept me from finding some enjoyment out of the game ! It's the type of games that makes me want to find optimal strategy using some maths. I think it's really original to have particle spin as your theme component.
The visual are fine. I think it would have been better to have a more rapid color change when a particle starts slowing down, or maybe making it flicker would better catch player's attention. The visual when the Qomputations take place is extremely satisfying !
If you have not got any ideas yet for musics and sound effects:
(for the music) I would suggest some ambient sound reminding of space
(for sound effect) a cash register sound effect when you buy something
coins sound effects when you get some money
a spinning object sound (in the ideas of a washing machine for example) when all particles are in superposition, this way the player as a audio hint to know if all particles are in superposition
An electricity sound effect when a computation happen would add even more satisfaction to it, in my opinion
Overall, really cool stuff and a nerd like me can play this for a long time