Triple Threat by rylgh
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****** 2-PLAYER GAME ******
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Okay, I made a 1v1 iPad game that works pretty well on computers, besides the vertical resolution. I probably shouldn't have spent so much time working on touch controls during the compo though...
Anyway, your units 'evolve' with new attachments as the game goes on, and your strategy for controlling your squad 'evolves' as their capabilities change.
The winner of each of the first 3 rounds gets first choice of items. The winner of the final round wins the game.
CONTROLS:
PLAYER 1: arrow keys
PLAYER 2: WASD
NOTES:
- Bumping into other units locks up their controls temporarily, but does *not* hurt them, even though I totally made it look like it does.
- The items aren't vertically flipped for the second (top) player, so they'll have to do it mentally if they want to correctly predict what slot will be filled.
- If you can't see the whole resolution in the web build, try a downloadable version.
Tools used: Unity + RagePixel + CFXR + Garageband
Keywords: web, bullet-hell, bullet hell, shmup, multiplayer
****** 2-PLAYER GAME ******
******************************
Okay, I made a 1v1 iPad game that works pretty well on computers, besides the vertical resolution. I probably shouldn't have spent so much time working on touch controls during the compo though...
Anyway, your units 'evolve' with new attachments as the game goes on, and your strategy for controlling your squad 'evolves' as their capabilities change.
The winner of each of the first 3 rounds gets first choice of items. The winner of the final round wins the game.
CONTROLS:
PLAYER 1: arrow keys
PLAYER 2: WASD
NOTES:
- Bumping into other units locks up their controls temporarily, but does *not* hurt them, even though I totally made it look like it does.
- The items aren't vertically flipped for the second (top) player, so they'll have to do it mentally if they want to correctly predict what slot will be filled.
- If you can't see the whole resolution in the web build, try a downloadable version.
Tools used: Unity + RagePixel + CFXR + Garageband
Keywords: web, bullet-hell, bullet hell, shmup, multiplayer
Ratings
| Coolness | 88% | 2 |
| Overall | 3.40 | 154 |
| Audio | 2.83 | 221 |
| Fun | 3.22 | 166 |
| Graphics | 3.19 | 265 |
| Humor | 1.47 | 573 |
| Innovation | 3.72 | 60 |
| Mood | 2.68 | 346 |
| Theme | 3.00 | 327 |
It was easier to figure out than I expected. My laptop display is just a bit too small to show the full resolution for the web player, but that didn't impede gameplay and I could navigate just fine. I like that the dual keyboard controls mean you can play against either a friend or yourself.
Awesome work, Ryleigh!
@SimianLogic: yeah, I guess it isn't too obvious that it's a 2-player game, I'll add a note to the description.
@Kinokochan & axcho: The downloadable builds seem to scale to your monitor size (at least the OS X one does).
In regards to not controlling firing, I primarily made this for iPad so I wanted to keep the controls as simple as possible. Also, I think it requires more planning this way, and has a fun 'I hope my gun fires at the right time' thing going.
The grid movement is something I was considering trying, thanks for reminding me.
I tried out aligning the unit movement to a grid and I think it's a fairly interesting issue so here're the (obvious?) problems with it:
Say you've got a unit who is currently moving up - if it gets an order to move down, it can of course obey immediately since it is already vertically grid-aligned. If it is told to move left or right, however, it won't be able to obey until it reaches the next horizontal grid-line, either above or below it.
The two problems that causes are that (1) now you've got a discrepancy between the speed of changing direction on the axis you're moving in (instant) and the speed of changing your axis of movement (variable depending on your position and unit speed). This leads to (2), which is that your units no longer move at the same time, because they might be different distances from a grid-line, because they move at different speeds.
(1) seems like a bigger deal, but both are not good things in my opinion. I think it's tough enough keeping track of all the stuff going on without introducing variably-delayed input. So while units moving on a grid definitely looks 'neater', I don't think it's worth it. If anyone has thoughts or can think of a better way of implementing it, I'd love to hear. And if you want to try for yourself, here's a test build with the grid-movement on: http://ryleighkostash.com/work/triplethreat/TripleThreat_GRIDMOVEMENT.html