Nice minimalistic gameplay(Oh boy do i wish i could do that and not always chose something needlesly complex that is deffinetly not possible to do within the timeframe of a small jam)!
Liked how the sounds changes when your neer death! Also the boost can result in some preaty "runing in the 80's" drifts(altought they were mostly used to plant the ship into planets).
Question: How did you do the spawn as it feel they are time based? Could force a cluster to spawn if a wiat for a bit and just spin with A/D.
Thanks! Yeah, limiting scope is something I still have to work hard at; I think the weekly 3 hour jam can be a good way to practice planning and executing really tight games.
You're right, the spawn is time based - planets are spawned at random intervals and given a random y position, but the x position is always a fixed distance in front of the player. So if you stayed perfectly still for a while, you might end up with a wall of planets when you start moving again.
I think if I'd had more time, I'd have liked to instead use random "chunks" of preauthored stuff to guarantee more fun bits.
Thanks! It's a lot of smoke and mirrors to be honest - beyond the health alarm and the little tune for when the engine's on, the music's just a track playing in the background, so it'll add instruments no matter how far you've got.
The fuel tank's made using an AnimationPlayer. You can imagine setting it up so it'll empty over the course of a second as an animation, but instead of playing it, set the playback speed to 0 and use animation_player.seek(fuel_percentage) to update it every frame.
The score setting's done using a "singleton", which are nodes/scripts you can set to exist outside of the scene tree and which are not affected by loading/unloading other scenes.
My code's not the tidiest, especially not the stuff I was doing racing to meet the deadline, but I've uploaded the project file if you want to have a closer look at anything (and feel free to ask any more questions!).
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love it man, well done!
Cheers!
ssswwwwwwwwooooooooooosh!
Nice minimalistic gameplay(Oh boy do i wish i could do that and not always chose something needlesly complex that is deffinetly not possible to do within the timeframe of a small jam)!
Liked how the sounds changes when your neer death! Also the boost can result in some preaty "runing in the 80's" drifts(altought they were mostly used to plant the ship into planets).
Question: How did you do the spawn as it feel they are time based? Could force a cluster to spawn if a wiat for a bit and just spin with A/D.
Thanks! Yeah, limiting scope is something I still have to work hard at; I think the weekly 3 hour jam can be a good way to practice planning and executing really tight games.
You're right, the spawn is time based - planets are spawned at random intervals and given a random y position, but the x position is always a fixed distance in front of the player. So if you stayed perfectly still for a while, you might end up with a wall of planets when you start moving again.
I think if I'd had more time, I'd have liked to instead use random "chunks" of preauthored stuff to guarantee more fun bits.
ssswwwwwooooosh!
Solid gameplay! The risk and reward or the planets is great!
The adaptive sound effects when you approach closer to the end... there are so many things in Godot I wish I knew!
Can I ask for a tip: how did you make the fuel tank, and perhaps the score setting, that regardless of your playthroughs, it holds the record?
Thanks!
and well done!
Thanks! It's a lot of smoke and mirrors to be honest - beyond the health alarm and the little tune for when the engine's on, the music's just a track playing in the background, so it'll add instruments no matter how far you've got.
The fuel tank's made using an AnimationPlayer. You can imagine setting it up so it'll empty over the course of a second as an animation, but instead of playing it, set the playback speed to 0 and use animation_player.seek(fuel_percentage) to update it every frame.
The score setting's done using a "singleton", which are nodes/scripts you can set to exist outside of the scene tree and which are not affected by loading/unloading other scenes.
My code's not the tidiest, especially not the stuff I was doing racing to meet the deadline, but I've uploaded the project file if you want to have a closer look at anything (and feel free to ask any more questions!).