I'm just identifying all the variables that would have to be tuned for the best possible game of Murder Ball once I've made it.
Bullet speed
// Velocity it leaves at
Bullet start orientation
// I noticed shooting bullets center screen feels really low and people like a good sense of the ground while still being able to shoot higher. I've bound the mouse wheel to be able to adjust the aim height, but I should have a good default
Bullet drag
// Already have drag physics, but I need it to feel ball like
Bullet grav
Bullet delay
// If it's going to be like dodgeball there may be some delay to your throw, to make it feel more ball like
Player accel
// Still figuring out what the best movement mechanics are, but if there is some sense of momentum we need an acceleration value
Player deccel
// Do we stop faster
Player drag
// Obviously we want to get to a terminal velocity pretty fast. The warmup phase that we notice acceleration should be about 100ms or less
Level scale
// For a game of dodge ball in a maze do we want large open rooms or corridors or do we want tight corners?
Zone refresh time
// I'm planning a mechanic where you or your team controls zones, but in order to maintain them you have to visit them so often. How often do you need to visit it?
Orthogonal elasticity
// We want good wall bounce mechanics and so it has to bounce right
Parallel elasticity
// Same. But if you have a low orthogonal elasticity and high parallel elasticity you will have ricochets that hug walls. The other way around and it will have the effect of the ball having drag against the wall before bouncing off.
Shield regen time
// One hit removes your shield. Another hit murders you. How long before the shield regenerates on its own.
Shield respawn time
// Running to a shield item will regenerate it immediately. How quick should they come back?
Spawn time
// How long before you get to respawn to your team
Life count
// Likely 3, but the number could change
Zone shield kill time
// Leaving your own zone means you effectively don't have a shield, but staying beyond a certain time means you've lost your shield even when you've made it back
Zone kill time
// Too much time in another zone kills you, maybe. Value of infinity means it doesn't
Double shield in zone variant
// Instead you get two shields when in your zone and an enemy in your zone still gets one
Unlimited ammo vs ball pickup
// Throw as many balls as you like.. or you have to pick them up
Ball hold limit
// If you are going to pick them up, how many can you have
Ball start count
// How many do you start off with
Jump speed
// Essentially will control how high you jump
Jump accel
// Gravity for jumps might be different than what's used for bullet drop.
Ball size
// How big are these balls you have to dodge?
Rethrow delay
// Can you just spam your throws?
(post is archived)