Jam373
Member
Making a platformer, one enemy flies around in many directions at many different speeds and shoots fireballs.
Playing around with giving the fireballs the momentum of the enemy when fired.
For example: the base speed of the fireball is 2 (only moves horizontally), so if the skull shoots while its hspeed is 1, the fireball will have a speed of 3. If the skull has a hspeed of -1, fireball will be 1.
I know this is how real physics may work, but do you guys find this fun/intuitive in a game? Is it too much to ask the player to be aware of a mechanic like this? Would it feel 'cheap'/'random' to be killed by a fireball that was moving faster than you expected?
Any examples of mechanics like this in games you guys know and like?
I have played with varients of this too:
1. fireball speed is never below its base speed, so fireballs can get faster but not slower (slow fireballs look weird, especially if the enemy then overtakes its own projectile).
2. the enemy passes on a fraction of its vspeed to the fireball too. Enemies moving up cause the fireball to move slightly diagonally up ect.
(I appreciate that this question would be easiest answered through playtesting, but that's not quite an option yet. If necessary and requested I'll try to get something ready soonish to show.)
Playing around with giving the fireballs the momentum of the enemy when fired.
For example: the base speed of the fireball is 2 (only moves horizontally), so if the skull shoots while its hspeed is 1, the fireball will have a speed of 3. If the skull has a hspeed of -1, fireball will be 1.
I know this is how real physics may work, but do you guys find this fun/intuitive in a game? Is it too much to ask the player to be aware of a mechanic like this? Would it feel 'cheap'/'random' to be killed by a fireball that was moving faster than you expected?
Any examples of mechanics like this in games you guys know and like?
I have played with varients of this too:
1. fireball speed is never below its base speed, so fireballs can get faster but not slower (slow fireballs look weird, especially if the enemy then overtakes its own projectile).
2. the enemy passes on a fraction of its vspeed to the fireball too. Enemies moving up cause the fireball to move slightly diagonally up ect.
(I appreciate that this question would be easiest answered through playtesting, but that's not quite an option yet. If necessary and requested I'll try to get something ready soonish to show.)