Post-jam adjustments: Make the position of the rings well-known #2
Labels
No labels
bug
duplicate
enhancement
help wanted
invalid
question
wontfix
No milestone
No project
No assignees
1 participant
Notifications
Due date
No due date set.
Dependencies
No dependencies set.
Reference: Taevas/DreamBall#2
Loading…
Add table
Add a link
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
This was honestly my biggest worry while working on the game, which is why the camera logic is as complex as it is, but yeah that wasn't enough to make the position of all rings obvious to anyone who hasn't played the game before
While in development, I considered adding some sort of "ring detector", like Crazy Taxy's top arrow, but I realized before trying to implement it that it would greatly clash with how based on the flow of the ball the levels are designed: The arrow would encourage going towards the nearest ring, despite the nearest ring not necessarily being the most intuitive one to take due to the ball's velocity
(and any sort of system to point to Y ring if X ring has been taken would end up being too complex for everyone)
tldr such a thing would be misleading
Baconinvader's "minimap" suggestion is probably the way to go, though I think I would make it a transparent full map that takes the entire screen, very likely behind a button/key such as LCTRL, where its middle is the ball's position while the rings are represented with something like a
O
with a longer line|
or arrow going through it to indicate its angle/rotationWhile I feel like any sort of "freecam" would kill any and all flow of the game, maybe looking at a map could end up being distracting, though in the first place, if you use the map, aren't you lost enough to not be distracted from anything?
I don't believe there would be any good way to allow for manual camera adjustments, this seems like a trap to me, but I could make the camera look more towards where the gravity is going, and less towards where the ball is going