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.
I know what I want to do for next month’s project :0 the core gameplay would be a simple fishing game (because eventually I’d love to make a more fleshed out one with my brother). it takes place in the dead world where the guy who ferries the dead fishes up the valuables lost in the river for extra money because what he earns from the travellers makes for terrible pay. it’s something like two tuppence per dead, and that’s terrible. it’d play kind of like those minigames in pokemon stadium that revolve around trying to collect the most valuable items (the lickitung and delibird ones?). gotta nail it down a bit more but yeah, fishing game!
thanks for all the ideas for solving the treasure chest thing but I’m not gonna put in a fix - I like the idea of players getting stuck and besides, it’d be a very rare occurrence for all players to end up on it unintentionally so as far as I’m concerned if people want to get stuck on a cube one after another then they can. it’s not like the game’s unwinnable if the chest becomes isolated, you just need to have the key.
the treasure block can’t just fall, can it? or you could make it respawn somewhere else if you dig it which could add an extra strategical element too or something like that
falling could lead to it falling through the planet and that… that’d just make more problems. for a game to end in a true stalemate all players will have to get themselves stuck on the chest without any of them getting the key and then if that happens then they were asking for it, nobody gets the gold, you can all be stuck on the chest forever.
or maybe just slow them down after a couple of seconds? it could add more variety for the positions of the cubes. seeing a perfect sphere around the planet isn’t all that exciting.
I could try slow them down but I don’t want to stop them being in a sphere. I like the sphere! I like how the sphere looks a lot :O but slowing them down could be something… as I’m thinking about how to do it though I don’t think I can be bothered, it doesn’t really matter if a few cubes break free. I should focus more on getting the last game mode in! I can come back to this later. thanks for the idea tho!
ahhh it is to do with the speed - googled around for tips and there’re a lot of posts and scripts dedicated to high speed collisions and getting them to be recognised. I guess I might not need to use my Entrapment Cube after all.
That speedmode idea someone else commented sounds genius.
I thought about doing this before limiting it like I am currently - I tried it out briefly too! but it mostly came down to just pressing buttons fast and wasn’t as fun as it is when there are lots of gold cubes but still regular cubes too. with all gold blocks there’s no pressure to find em because every time you dig you get one. you can just go along in rows and pick up gold. but when they’re limited there’s still the pressure of having to find them and deciding on which way to go. so I’m not going to include an all gold gamemode I think! it sounds more fun than it is.
ohh I worked it out - I’d left a previous attempt in that ended up telling the new one to repeat itself 50 times. so it was selecting 50 blocks… 50 times. no wonder why it kept telling me it was out of range, it only has 700 underground blocks to choose from.