Hello, I would really appreciate some comments about this game , this is an early version of the game. The game is very simple , you just have to save the cows ... get them safe to the ground with a parachute. I'm starting to make the game levels now , and will add some guys to make the task harder for the player. http://youtu.be/-MP7p56Mwa8 Thanks,
I like it, I would like the visible area to be smaller (closer to the plane so not seeing so much sky) with a radar to show cow locations. I would love your plane controller code, how is it done because I am having a nightmare trying to get that sort of controll. I am using 3D assets with my Aeroplane confined to the Z Y axis. Thanks.
Thanks for the reply, 1)the camera distance will be customized. 2) the controlling isn't finished yet , the plane will auto rotate when upside down , right now you need some practice to control the plain ... But that will be customized also. The code it's pretty simple ... Let me show how I did it , this is not optimized ... is the first code that I made with unity and will make a new one, once I have the controls finalized, now is just a quick working prototype. I deleted some parts , but what is here is enough to understand. Code (csharp): public class AirplaneScript : MonoBehaviour { public float RotationSpeed; public float SpeedOriginal; public float TopSpeed; //private public Vector3 DirectionPlane; public Vector3 Direction; private bool RotatingRight; private bool RotatingLeft; private bool Rotating180; private bool FacingRight; private bool FacingLeft; private float SpeedBoost; private bool Boost; private float GravityAngle; private float GravityVelocity; public Vector3 GravityVector; private bool d_AirplaneCrashed; private int d_NumberOfParachutes; private float t_z_rot_store; private float t_x_rot_store; private float t_airplane_180; private bool t_inverse_rotation; // Use this for initialization void Start () { RotatingRight=false; RotatingLeft=false; FacingRight=true; FacingLeft=false; d_AirplaneCrashed=false; SpeedBoost=SpeedOriginal; Direction = transform.forward; } //////////////////////////// //ROTATE RIGHT void RotateAirPlaneRight() { t_z_rot_store=transform.localRotation.eulerAngles.z; t_x_rot_store=-1*transform.localRotation.eulerAngles.x; SpeedBoost=SpeedOriginal; RotatingRight=true; RotatingLeft=false; FacingLeft=false; t_airplane_180=0.0f; if(Direction.normalized.x>0.0f) { t_inverse_rotation=true; } else { t_inverse_rotation=false; } } //////////////////////////// //ROTATE LEFT void RotateAirPlaneLeft() { } // Update is called once per frame void Update () { Boost=false; Direction = transform.forward; transform.position += Direction*SpeedBoost* Time.deltaTime ; ///////////////////////////// //UP if(Input.GetKey(KeyCode.UpArrow)) { if(RotatingRight==false RotatingLeft==false) { if(FacingLeft) { transform.RotateAround(transform.position, Vector3.back, RotationSpeed * Time.deltaTime); } if(FacingRight) { transform.RotateAround(transform.position, Vector3.forward, RotationSpeed * Time.deltaTime); } } } ///////////////////////////// //DOWN if(Input.GetKey(KeyCode.DownArrow)) { /// } ///////////////////////////// //RIGHT if(Input.GetKey(KeyCode.RightArrow)) { if(FacingLeft==true RotatingRight==false RotatingLeft==false) { if(transform.position.z>-10.0f transform.position.z<10.0f) { RotateAirPlaneRight(); } } else { Boost=true; } } ///////////////////////////// //LEFT if(Input.GetKey(KeyCode.LeftArrow)) { ////// } ///////////////////////////// //ROTATION CODE ////////////// //LEFT if(RotatingLeft) { if(t_airplane_180<180.0f) { float t_rot=(SpeedBoost/10.0f)*SpeedBoost*Time.deltaTime; t_airplane_180+=t_rot; transform.Rotate(0.0f, t_rot, 0.0f); } else { FacingLeft=true; RotatingLeft=false; RotatingRight=false; float t_x_rot= transform.rotation.eulerAngles.x; float t_z_rot= transform.rotation.eulerAngles.z; if(!t_inverse_rotation) { transform.eulerAngles = new Vector3(t_x_rot,270.0f,0.0f); } } } //////////// //RIGHT if(RotatingRight) { ////// } } }
Looks really good and like a lot of fun, I like the blobshadow if the plane comes close to the ground, looks realistic (maybe a little to dark if you come very close to the ground). First time I got a little confused when the plain went towards me, looked like you can also move in z-direction. But you cant, can you? Looks solid and professional, keep it up.
yavadoo >> you cant move in Z , that is just for rotation, during the game you dont need to worry about it. I will tweak the shadow(going to my list) Thanks for the feedback.
Who are the nasty people putting balloons on your cows? Must be really evil or have some devious plan I think. Maybe you could bomb them before they put the balloons on them? Looks great!
New gameplay video: http://youtu.be/7nMLz1R9ZQw Torsh >> thx Tobias J. >> cant reveal the plot yet because I'm not 100% sure.
Km0nk3y >> yes that was my first idea , but will try to think something more unusual , if you can say that in this case ...
Thanks for some guidance on the plane control. I just noticed you have arrows pointing to where a cow is so no need for a radar, maybe a powerup could add a radar. Maybe it is alien clowns abducting the cows? Looks good and I wouldn't mind playing it.
Softwizz>> It uses the locator HUD from asset store , works pretty well ... but I need to tweak it to use the uitoolkit to get less drawcalls. alien clowns?! funny ... never thought of that mix before Thanks,
ivanzu > the distance of the camera can be customizable by the player in the preferences , about the speed your right I didn't noticed because I play it many times , but the people that played it told the same, maybe I will do it customizable to ... Right now it has two speeds , normal and boost and I don't want to clutter the interface with another slider.