Artillery trajectory game
Are you skilled enough to be able to shoot at the enemy even from behind your planet, curving the trajectory of your projectiles with the gravitational force of both celestial bodies? Soundcloud Heptych Homepage NetsuGamedev. Level 0. Re: Trajectory an artillery game with a twist - tech demo. And I will just make a post here so that you guys associate my face with Trajectory and Netsu's face as well. Oh, and I made graphics for this. If you try to draw better everyday, visit my blog. We'll get better together.
It has funny comics, too! Double Dude Studio. I'm a half of. I'd like to play it but I have nobody to play with. Shame it isn't online. I dunno, too many people are making local two player games. But you're so right, a game with no single player mode and with no online capability has close to no chance of being noticed. We have another idea for a two-player-one-machine game, but this time we'll be sure to add at least an AI, if not netplay.
Re: Trajectory an artillery game with a twist. Ok, the game is finished and comes for both Windows and Linux, I modified the first post to reflect this. I hope some people will download and give feedback on it. I know the gameplay gets boring after a while, but I consider this done and don't want to go back to it. Maybe some day I'll make a turn based version or something, more like worms, with destructible planets etc.
You may encounter problems with fullscreen mode on Windows, but it should be all right when playing in a window. PS: first finished game ever, yaaay. Just tested your game and liked it! Celestial mechanics instead of ballistics makes a shooter much fun! Now, their role is to be artillery, so it makes sense not to go with a lower firing angle, otherwise they can be used effectively against mobile unit blobs, which is not their role as far as I can tell their role being to take out static point defenses and structures.
So instead they have a higher firing angle, which makes them worse against moving targets. It also means that the projectile is fired even higher when a target is closer, and so it takes even longer for the projectile to hit the closer the target is.
Really, the only problem I have with that is the visual. The only thing I could suggest instead is to give the pelter variable muzzle velocity which depends on target distance, so that the round always reaches the same vertical height and therefore takes the same amount of time to hit any target.
That might be too complicated to bother with though, and it really isn't necessary. Messages: 3, Likes Received: 1, While I did play in the build where pelters were very powerful.
I do feel associating that firing angle with the energy network could be a good balance metric. Additionally, the solution did not fix the fundamental problem - that there is no long range solution available at T1.
There was a patch at one point where they fired in a high arc for long range and used direct-fire for closer targets. It looked really cool but it was pretty overpowered. Although, they also had a much higher ROF so that could've also been part of the problem. I think it would be nice if they used both fire modes and had a slightly higher ROF but less dmg and more inaccuracy. That way it acts like annoying attrition damage at long range, but charging the gun head on would be a challenge. This would be neat, not only would it enhance terran having an effect on combat.
But not mountains gives you a defensive advantage, and if you make cannon on the mountain you can now shoot further, than their cannons can on the ground. Its actually kinda cool. Instead of static defence just always having the same range. Cartesian Coordinates Vector Based Graphics.
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