Today was a day to balance a couple of things out before the interim demo; the angler enemy finally got its shots in, a spike tooth that fires in the general direction that the fish is traveling. With a low shoot rate they look rather innocuous, but their size is definitely terrifying.
I also put in separate cooldowns for the missile and mortars (as not to overuse them) and kickback from the missiles and mortar shots. The missiles were a simple kick in velocity, but the mortar required a reworking of the accelerometer motion. Luckily enough, linear interpolation helped smooth out the accelerometer motion more, so a kickback was as simple as offsetting the position by a small amount and letting the accelerometer slowly catch back up.
On top of that, I replaced the boost buttons with a smooth slider. No more clamped horizontal velocity here! The slider allows more area for touch input and allows a smoother change in velocity.
That said, I'll be working on a honeycomb powerup next. Phew! Just trying to get Unity's Pro water to show something other than blue was definitely a challenge. I had to interpolate it again with a separate horizon color, even in a refractive option.
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