getting the starting layout ready and adjusting proportions, these seem to best fir the bullets moving, have managed to get the bullets to behave properly buy combining rigid body collider with a new 2d physics material with a bounce variable and no friction. only problem is the bullets bounce off each other and slow down. will need to fix this.
So i’m thinking of taking a mix of dodging elements from games such as asteroids and rebound prediction from pinball games to make an arcade prototype. this would involve having a player controlled via the keyboard (undecided as of yet) and projectiles that bounce around the screen.
I’m not yet sure to what extent I want to increase the difficulty or measure success yet, but am going to start building on this concept with more ideas. possibly a time-score?
I guess I’ve kind of gone back in time with looking into fun and interesting base concepts. taking inspiration from Asteroids and the pinball arcade games in coming up with a game idea that mixes the two.
The elements I enjoy from both of them is predicting the physics behavior when it comes to timing the paddles in pinball or when an asteroid scans off screen and returns at the opposite side, these elements I think can be combined to an extent and maybe scale the difficulty up throughout the gameplay.
Starting to look into developing ideas, looking primarily at an arcade style game/level with scaling difficulty or complexity.
Initially liking the idea of the Bullet Hell genre of video games and twisting the core aspects (dodging, twitch gameplay) into something slightly more basic. Maybe include a puzzle element or collection parameters i.e. gather objects while under fire to win?
2nd initial concept is more along the lines of a Frogger/Pinball idea where you have to time your shot to avoid clashing with obstacles after launching the player towards a goal (checkpoint?)
need to factor in my inexperience in using C#, will look into simplifying core gameplay aspects and building on them.
Starting this a tad later than planned but here we are.
Angus Connor – 1704487
Really looking forward to getting to grips with Unity and C# as it’s not something i’ve worked with before only joining this course in 2nd year. I’ve had some experience scripting in MAYA fro 3D modelling but this looks like quite a different language, hopefully I can grow into it quickly.
The idea of coming up with a fresh gameplay mechanic is quite daunting, considering the explosion of indie games in the present market a lot of truly off the wall concepts have been represented. even in Larger games such as Nintendo’s Splatoon and it’s unique gameplay experience and goal.
will be looking into simpler inspirations to see where I can go from here.