Combat mechanics
At the moment there is a representation of 2 mechanics:
1)
more realistic hitting behavior for 2D space
Namely: all hits come to the first block hit, in the place of collision (the projectile hit the square and exploded)
Pros:
+ more accurate calculations of shots per hit and collision
+ there is no "chance of a screw up in numbers" only raw, only hardcore
+ the ability to physically impact projectiles on ships
Minuses:
- you can only target external blocks, targets with line of sight (i.e., you will have to drill through the skin to the conventional core)
- projectiles touch all non-friendly targets (they do not collide only with your ship, except for AOE and friendly ships) (all sorts of meteorites, neutrals, colliding space debris will block the projectile's path, but some projectiles may have "smart guidance" bypassing obstacles) (this is can be fixed)
Fix:
I want to say right away that the target point in both versions can be transferred to a computer, the so-called target tracking
but here it is also important to understand that the projectile will either pass through the enemy spike or hit the outer block, depending on the depth of the target
2)
Behavior tailored more for auto counting. All that is needed from the player is to indicate the target, after which the projectile will fly there. The projectile ignores all obstacles that are not targeted. Also, the projectile can jump over the outer blocks of the target, hitting the inner ones immediately, but with some spread: namely, it can hit 1-3 blocks earlier, 1-3 blocks later, or even fly through the target. There may also be such moments to ignore the hit of the target, if the projectile flies over the enemy target with a spike, but far from the targeted block
Pros:
+ MUCH easier aiming, all calculations are taken over by the computer, so the player's skill practically does not matter
+ you can especially not take into account the surrounding objects, because targeted shells will not touch them (but AOE will still be)
+ The thicker the skin, the easier it is to hit, but also thicker. BUT there is a certain thickness limit, after which an increase in the thickness of the skin will have no effect
Minuses:
- The miscalculation is almost pure randomness. It practically does not depend on the player whether the projectile will hit or not
- Inability to physically affect bodies (weak repulsion when hit, for example)
- Graphic accuracy suffers, namely the projectile can fly like a block, but at the same time it hit it
P.S. google translate was used.
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Project Gamma
2D pixel top down action spacesim
Status | On hold |
Author | iwannabesonic |
Genre | Simulation |
Tags | 2D, Action-Adventure, Bullet Hell, Creative, Life Simulation, Pixel Art, Singleplayer, Space, Space Sim, Top-Down |
Languages | English |
More posts
- Update 0.6.7.6Jun 11, 2022
- Update 0.6.7.5Jun 05, 2022
- Update 0.6.6.1Jun 03, 2022
- Added new screenshotsNov 28, 2020
- UpdatesNov 27, 2020
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