Phyz Project #2
I’m firing them!
Input issue is resolved! If 0, the branch doesn’t fire.
Then there were slew of other things that popped up as I tried to do more. Sizing the bullet based on button press time, only allow bullet to grow half the volume of self, propelling by applying appropriate impulse based on that size, then adding friction so it doesn’t move crazy.
All that took a day’s work. It’s a great speed for initial exploration and at this point, I stopped.
Some concerns stir in me.
“What if this isn’t best game to make for the first time?”
The Short Hike’s GDC talk was very educational. The dev started one project and continued on for 2 years. While he was getting bored and tired working on the same title for long by self, he tried out making different prototype and posted it online. It got nice feedback from people. He felt he could finish that game much faster so he started it officially in hopes to get done in a few month. He did finish and release the game in less than half year and the game got pretty great reviews.
I may be thinking too much but is this something I intend to start and finish within 6 month? Ager.io type of gameplay would be much simpler to make, simpler to get it out the door, and move on to new ideas. This project, if it is going to be a replica of Osmos, it is going to take significantly more time for me because of my lack of physics knowledge.
I haven’t given up on this yet. I just need to solidify what I am making that is within scope of time and still fun. Ideas are cheap. Executions are limited by resources. I want to make the best that I can within that time and right now, I am doing this without a blueprint. I’m making using blueprint but without BLUEPRINT, what a mess.
How do I make a blueprint of a game that I know I would enjoy? Maybe I should ask “What do I find fun?” I find fun with controlled danger, no one out there to hurt me but environment itself is dangerous. There’s something zen about that experience and feels stronger tie with my action than what the game is doing to me.
That’s why I liked Osmos’s particular game mode that was all about getting bigger in a static environment. What makes this interesting is that my ‘action’ caused ‘reaction’ of the bubbles and as a result the world that made it harder for me. Even then, I had limited window of time to rectify mistakes if I am skilled enough.
Static environment and my action causing chain reaction that changes the environment to worse. I enjoy that gameplay. I’m going to noodle with this idea a little more.
Time for me to sleep!