Lasers and Why Gravity is Hard to Change

Just to start with, today won’t have an update, just a sneak peak about upcoming features and stuff I want to add, but will be difficult to implement. First of all, the next update will have a vastly better Laser Gun; much like the previous one improved the Force Gun, with a new animation controller, new model, new everything, I’ve now done the same for the Laser Gun.

spikes-73I’ve also been busy adding lots of scenery to each level. So far all of World 1 is complete, and some of World 2 as well. Basically, I’ve added a roof and some scaffolding-type blocks to make the whole place look more facility-like. Along with that I’ve added some decorative textures that light up and look like they’re moving, but you’ll have to wait and see what they’re like.

Gravity is a constant, and it’s really bugging me *lol puns*

But the main reason why this update’s taking a while is because I want to add a new type of gun, one that switches the direction of gravity. Changing gravity for physics object is literally one line’s code worth of work, but I want to be able to turn the character controller round too, which is proving to be much more difficult. I may just make the gun turn gravity for physics objects around for now, but that’s much less fun than being able to drop down onto a faraway ceiling, which is the feature I’m going for here.

The system doesn’t work

Also I’ve been trying to add a timer and score counter for different types of level and game modes (such as a time trial mode), however I’ve run into trouble with how the system will work. Long story short: it doesn’t. I’m not entirely sure how the score should relate to the time, and how timed levels should be, if I implement them. Also I’m unsure whether any actions you take in the game should give the player points, and if so, which actions. Another problem I had was with the display, as the built-in Unity OnGUI stuff is horrible, but I’m unsure of how to implement my own GUI for this. I’ll have a score system eventually, but if you have any ideas on how to go about it, they’d help a lot.

These are some of the many problems I face when adding new features, such as how to add them, how to make sure everything works, but also how fun it ends up being. Things such as lives, which seemed fun to begin with, ended up detracting from the gameplay a lot, stopping the “one more go” approach to solving puzzles. That’s extremely counter-intuitive, when you think about it. I’m also considering getting rid of gravits, as they also seem to make little sense. Feel free to leave our views on where I should take this below.

Advertisements