TOROID by Yetman 2018-09-04T21:24:19Z
I should have replied a long time ago but I think it is better late than never.
Thanks everyone for the feedback. I really appreciate it.
@brickkid512 You are right. I tried Explosions (Sound+Particles+Camera Shake) in another game and it really juices up the game a lot. I really should have added it here too.
@antoined73 I should have done what every respectable game does: Add an options menu to check/uncheck Inverted-Y.
@rob-cigna To be honest, I don't understand how the 3D camera works since I blindly used Cinemachine's Free look camera (Once again I was messing with powers I don't fully understand only to reach a mediocre result). I think there is a cooldown value so I will try it. Otherwise, I will probably implement my own camera instead.
@diaxcor I don't blame you. If I wasn't the developer of the game, I wouldn't have understood what the game was about.
@ramanujo I totally agree with your advice. However, being the shallow person I am, I usually can't work on other aspects before I feel at least a little satisfied about the look.
@ryanjavanshir I love the idea of switching between 8-bit and orchestral music. I will totally work on it once I start working on the music.
@purrfexionator I am sorry it didn't work well on your computer. I was expecting it to be heavy since I render 4 large render textures every frame to sample them on the 3D shapes and this part escpecially needs optimization (for example, skip rendering for textures of objects I can't see + render on smaller mips when I become far away from a 3d object).
@happyhour To be honest I didn't have well-thought plans for the 2D-3D mechanics. I was planning to use it to give the player some tactical advantage (skip walls or enemies in 2D by going from 2D to 3D then to 2D again, pick landing location in 2D based on where the enemies are to get some advantage over them). However my implementation was too shallow and the rest of the mechanics and scene design was not ready to explore the potential of this idea.
@mahalis yeah, it is ironic to add parallax scrolling when the world is actually meant to be flat. I still couldn't resist it.
@balka I was thinking of adding enemies that can go 3D too but I was not good enough to create another type of enemy and 3D AI during the jam.
@jiri-holzel Nice video, this is my first time watching Carl Sagan but this video has some inspiring ideas that I hope to add one day. About the ore, I just realized that they look like spikes after reading your feedback; I should really change how it looks.
@erikiene Thanks for the feedback. Keijiro is really one of the best Unity staff. I learned a lot about shaders from his repos on github.
@itsroyal The pointers is a really good idea. I also hope that the game will be less disorienting when each location gets a unique design that differentiates it from the others.
@alfie275 I actually use render textures but since the enemies tend to get clustered together (which is a problem in my AI), it becomes hard to notice them from the 3D world.
@repusv You can actually go faster in 3D by holding left mouse click (which is a weird control choice. I'm sorry). However, the speeding factor was not great so it feels subtle given the large size of the 3D spheres and tori.
@occultone You are right, a follow camera would be nicer than the current one. I initially wanted the player to be able to watch the 2D world while flying in 3D in order to plan his landing back to 2D but the camera ended up being to hard to control.
Also thanks @bibilega, @raivk, @mercerbox, @amour-du-pain, @epigramgames, @cristihkj, @rayne, @eatthepath, @shimage2, @baronb, @carlos-giraldo, @ventura, @anlaxix, @renier, @bobismijnnaam