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330

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?

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?

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