Jump to content
  • Advertisement

SlingBots - First Playable Arena Level & The SuperLoop!

Septopus

663 views

Okay, so major notable changes/updates in this build(mostly untested):

  • Revamped player steering and lots of tweaks to the way the player interacts with surfaces in the game.  As a side effect you can now almost fly endlessly(with airBoost Fuel) by tapping the flip back button and keeping the board straight. :D  hehe, I'm gonna need to add an Altimeter and revamp the records section a bit after this..
  • Revamped NPC steering, should prove more reliable and less twitchy.
  • Introduction of System Damage, damage that occurs as the result of explosions(mostly turret snowballs, your own do a little damage but not enough to accumulate).
  • Arena levels, the first playable level featuring 10 pretty hard to defeat turrets firing explosive(on contact with the player) snowballs.
  • Snowball explosions that trigger other snowball explosions.

Player snowball explosions can trigger turret snowball explosions(only 1 level deep, but it's enough), mass explosions do lots of damage.. watch out!  Too much damage and you lose the arena level.  Also, turrets can still fire if they are close enough to their platforms, their numbers will disappear and the platform will spray particles straight up when they are offline. :D  These were fun to make!

Strategy Note: Hold Right-Click on the mouse and use reverse thrust, this fixes your camera angle "forward" so you can aim while in motion.

The System Damage slowly repairs itself over time, but not very fast... ;)  When you lose, you just get kicked back to game start position so you can try again.  There will be a screen with stats and music and whatnot when I get it all working. :D 

SlingBot Boarding v0.3.7   https://www.kongregate.com/games/WilliamOlyOlson/slingbot-boarding

Keep in mind, several days of programming with only a couple web builds, significantly less time testing.. haha, let me know if you find any bugs!

Enjoy and let me know what ya think! :D



0 Comments


Recommended Comments

I played a bit today, still loving it! :) I'll play more tonight after I finish up some more of my work. Good job!

Share this comment


Link to comment

Very cool!  Thanks! I put out a couple of small bug fixes this morning too, probably nothing you noticed though.

Edited by Septopus

Share this comment


Link to comment

coming along nicely.  I noticed a few things, the board has a natural draw to its left.  Is that intentional?  Also sometimes there'll be a negligible bump in the terrain and my board will spontaneously change course.     

Share this comment


Link to comment
4 minutes ago, Awoken said:

coming along nicely.  I noticed a few things, the board has a natural draw to its left.  Is that intentional?  Also sometimes there'll be a negligible bump in the terrain and my board will spontaneously change course.     

I haven't noticed a draw to the left recently.. might have subconsciously ignored it though, haha..  I'll check that out.  Yeah, those direction flipping bumps from nowhere are breaks in the terrain meshs, I'm still working on how to get those to stop causing problems, I thought I had it solved but they still happen somewhat intermittently...  I'm still trying to figure out why it's causing the board to flip around like that too.  Some instances are just the lip of the board catching on a ridge or something though, those I'm fine with.

Share this comment


Link to comment

Yup, I see the pull now, it's to the right with reverse thrust, hmm... Looking into it. ;)

Share this comment


Link to comment
49 minutes ago, Awoken said:

coming along nicely.  I noticed a few things, the board has a natural draw to its left.  Is that intentional?  Also sometimes there'll be a negligible bump in the terrain and my board will spontaneously change course.     

I was going to point this out too, but I thought maybe I'm just seeing things. I also noticed a bit of a pull to one side that I didn't see in prior releases.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!