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Player Thoughts - Orbital Projectiles Blog
30th May 2017
Every week, RSKGames submits a lovely review of that week's game!
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The title was a bit of a struggle. Anything involving missiles and orbits seemed to be taken, already! I finally found this title, and with less than 400 google results, it seemed a good choice.
(Or maybe, since the name has so few results, perhaps that makes it a bad idea for a title..!?)
The colourscheme was done using Harry's Filter, which I recently re-installed, having not used it in years!
A simple case of..
1. Draw text
2. Harry's Filters - Gradients -> Triple (Hit Jump a few times until you get something nice)
3. Add Bevel
The physics of the missiles were re-written about half-a-dozen times, over just the course of a few days.
A few "realistic" physics paths were coded, but most of those resulted in your being able to lose your missile into the depths of space!
In the end, the game uses cheated arcadey physics. The missile doesn't "slingshot" around the planet, or anything like that. It simply goes up and then back down, and moves "horizontally" based on the direction you've aimed.
In the end, the simpler cheated none-physics felt much more stable than having "proper" physics.
I actually tried that, but found it made the game a bit "too" easy.
I tried to find a middleground, but inevitably came up empty.
I found that if you get your timing just right, you can have a constant "boom-boom-boom" with the three projectile firing at regular intervals.
I've found that's the best technique for aiming, since you have a constant barrage of bombs going off.
About bloomin' time I used that smoke! It was the very first particle I added to the new framework, and it's pretty much sat there unused for the past 5 months.
I've tried using it in various places, but the smoke gets very smokey and overwhelming!!
Expect to see more of the smoke in future, though. It's in the framework, and ready to be used!
The score is simply a case of "The closer your missile is to the walker, the more points you get"
Perhaps a little mean, given the lack of exact targeting, but it makes for a nice spread of scores for the scoreboards
Audio was very last minute, but did indeed turn out quite well. Only 3 sound effects, and yet that's more than enough!
The music was created a week or two ago, so wasn't specifically designed for this game. It still fits, though
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