Life Hunter by neonian 2019-04-29T23:58:23Z
Liked the capturing of monsters to buy upgrades, not bad really, should continue the project :)
Foon → Ludum Dare Explorer → Users → Koolio
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 44 | Your life is currency | 👥 | Red Rock | jam | 205 | 3.78 | 3.55 | 3.00 | 3.38 | 4.32 | 4.08 | 2.75 | 3.71 |
Liked the capturing of monsters to buy upgrades, not bad really, should continue the project :)
So the asteroid spawning is very random, @andrew-neale implemented an origin shifting system (it prevents you from ever getting into the lighting/physics jitter/whobble range in the engine which is noticeable around at 2500+ and alot more so past 5000+ units away from the world origin @0,0,0) Unity will someday support a 64bit engine where large scale space games and fast movement speeds could be done without all this messy position shifting :D
So currently asteroids are spawned and moved around the ship if they go out of a certain distance from the player position they are re-positioned.... it's this random-ness, and that you can see them visually pop in and out due to them being recycled and reused in the origin shifting updates a bit too close to the player position. For a later update I'd like to go with a scene level based system, given the countdown timer is only going to allow you so much time at maximum speed to move from 0,0,0 things could be reset on the weapon upgrade or a new level mission screen while you play so many rounds in one scene that can be more designer made with possibility to add in more variation to the levels and maybe other enemies to combat without doing it with an origin shifting system.