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Post by cypermethrin on Jun 18, 2016 21:52:41 GMT
I thought I'd have a play with some concepts to improve my knowledge of the Quaternion and Vector functions in Unity and it turned out a bit better than I anticipated... I thought it would be fun to try and stick some destructible asteroids in an orbit around a planet... then I thought I'd add a player ship to blow them up... then some enemies with AI to blow the player up... then a space station for a bit of variety... and a HUD to show the interactions...and a few funky particle effects... ... then I realised I had a good start into a game...and I'd learnt a hell of a lot about Quaternions and Vectors! The moral of the story is... if you're not sure how something works - experiment with it, you won't break anything and it might go better than you expect
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Post by WhyNot on Jun 19, 2016 2:32:02 GMT
reminds me of ikaruga
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Post by Power Supersport on Jun 19, 2016 14:50:09 GMT
cypermethrin, Yes, dude... The best way of learning is experimenting... I learned AngelScript by trials and a lot of trials and experiments... Same with C#... Looking forward to see more of this game...
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hawk
Full Member
Posts: 69
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Post by hawk on Jun 20, 2016 12:13:34 GMT
Since we're orbiting around the planet, you could flaunt that fact a little bit more, maybe set the default zoom to the level you zoomed out to at the end of the video, and maybe add a cool skybox, or make use of the orbital functionality to make a new mechanic. Great little game tho, looks fun already, and the rocket cluster is epic!
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Post by cypermethrin on Jun 20, 2016 17:24:50 GMT
The idea started for me just to learn so didn't think about the flaunting the orbiting, but in doing it methodically everything is configurable, to change zoom you just change the variable "Zoom" at runtime, the reason it zooms out at the end is I got near the spacestation which is too big to fit on screen so it zooms out when it gets near + opens the spacestation menu ready for upgrades to be purchased in the future.
The rocket cluster has 2 variables NumberOfMissiles and MissileRechargeTime so is fully configurable (200 missiles is quite a spectacular burst of devastation!).
All the Asteroids and enemies just orbit whatever rigidbody you put them near at the start so planets can be any size/shape (you can even make an asteroid orbit another asteroid which is orbiting the planet)
I have also imported a trading system from a previous project so there is scope for a full Elite style galaxy of planets to mine and trade across, the possibilities are just increasing as I play with it more, strange as I started out just wanting it to be Asteroids in 3D!
Its currently running smooth at 177fps (gotta love Unity) so plenty of scope to add more before any detectable slow down
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hawk
Full Member
Posts: 69
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Post by hawk on Jun 21, 2016 4:09:29 GMT
Very cool system you have in place, can't wait to see more of this. So is there logic for the camera to detect objects that are too large and zoom out to appropriate levels?
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Post by cypermethrin on Jun 21, 2016 22:28:08 GMT
Not in the way you're thinking, the zoom is linked to proximity of the player to specific objects, although it would be cool to do it automatically by what the camera can "see" - I'll look into whether I can do that
I'm really getting into this project now so there will be more to come, I've created prefabs for several different types of spaceships (scanner probes, patrol ships, battle ships and more) all with basic AI's now... I've got big plans for this, the next stage is being able to leave orbit and fly to a different planet
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