Come back! I miss your Unity projects and updates!
ahh sorry, I’ve been posting all of that to my main blog the last few months! this is actually a sideblog - I guess I’ve shifted to posting everything on my main now though… I doubt I’ll use this blog as much any more!
Is it bad that I like the look of the plants clipping into each other? I think it’d be great if you could add an option to disable the prevention of placing plants, if you have the time. Keep up the great work!
thanks!! and I think it’s a good idea too - I’ve been planning on adding in the option of ignoring the grid myself :D
- first person during gameplay, only arms visible - can move around in 3D, arms follow view - can click & hold to move arms in and close to pick up objects immediately in front - player has to locate and collect items specified at the start of a round - there is a set budget, anything that ends up in the cart deducts from this amount - if they go over budget random items are expelled from the cart until under again - player has to also avoid the two night shift employees that are trying to ask you to leave - these roam aisles, movement speed increasing on each item break - bonus items like supermarket sweep. I can’t remember how supermarket sweep worked though. - the round is over when the time limit runs out or if the player is caught by an employee - items are then racked up and statistics shown (items bought, items broke, etc)
I’m thinking there should be two side characters - one that sells items from a shop on the shore and another that lives in the sea and has control over it somehow.
the shop character would buy the fished up items and sell lures. they’d also offer to sell the player something valuable that could be bought for death every round, only to bring out something even better afterwards that would need to be saved up for instead (to keep the game going story-wise). they’d be pretty crafty with the initial intent of only turning a profit and taking advantage of the ferryman’s sweet loot. they’d also sell another type of item that could be bought and given to the second character.
side character two would come up from the sea and offer to change certain aspects of the next level in beneficial ways, in exchange for the item bought from the store. I’m thinking cooked fish or something. and perhaps they’re bound to the sea so can’t go get it themselves. and also the shopkeeper and them are enemies to some extent so they won’t give them any. they’d be able to change things like obstacle count, initial wave values (height/count/etc), amount of shaking needed for the passenger to drop things… stuff like that. I imagine them being in it mostly for causing mayhem!
I love the idiosyncratic solutions that designers make working alone. This is both kinda dumb, and completely brilliant. It clearly works, and there will be hidden invisible cubes in the game. Tres cool.
ahah yeah it’s pretty odd, but it works and doesn’t effect performance and won’t be visible to players sooo… also I can’t think of another way right now. I could record the y axis and take note of like, how much height is gained, but that wouldn’t necessarily mean the player was driving recklessly, only that they were going… up. it’s a weirdly literal approach but what’s it matter really.