Physics game update

posted in: Unity | 2

Hello again!  I’ve been doing some more plugging away at this physics game.  It might end up being called TrashTech?  That might be a stupid title.  I still can’t ever tell.

The game’s been fleshed out some more in both gameplay and visuals, so hurry hurry and check it out right here.  And be sure to give me feedback so I can make it better!

Some of the levels are a little cryptic since there aren’t any instructions yet, but hopefully you’ll be able to work it out.

2 Responses

  1. Siccarius

    Just got done playing your game. I think I’ll list a few points.

    1. As a nitpick, it’s kind of annoying to have to “select” the level, and then click on play. It’s an extra step, and it feels a little counter intuitive. I don’t know if that’s something you just write in later though.

    2. I’m not sure what the overall theme of this game is supposed to be. Is it just about completing the different tasks? If so, it feels kind of plain. Grabbing the Debris, as of right now, is just kind of monotones. However, I think it can be made interesting. If you enabled some sort of way to interact with the collected Debris. For example, you can make it spin around in a circle-esque shield, or offered a mode where it can be fired as ammo then the mechanic becomes a lot more engaging.

    3. Another thought about the Debris: Momentum. I wish there was a way I could increase my speed, and make the Debris do more damage, this might actually be conducive to boss battles, if that’s what you’re going for. If there was some sense of momentum, then there also might be mechanics in place where you can “throw’ your Debris across places that can’t be crossed normally.

    4. Different enemies would be helpful, but I’m sure you intend to add those. Also maybe being able to pick up enemies would add to the variation.

    I’m a fan of many of your games, and I apologize if this got too long, or I put in too many of my own ideas. I’m sure it’ll turn out great as it always does. Thanks for all your hard work!

    Just wondering, what do YOU envision this game as being?

  2. Thanks for the feedback!

    1. Yup, the UI on the main menu is total bullshit at the moment.

    2. You’re working for a trash company in the future. They sell smart trash cans that automatically seek out a trash facility when they’re full, instead of getting picked up by garbage trucks or the like. The game takes place in this facility, where all of the trash cans have been deactivated and must be manually collected for processing (lots of activated sentient AIs congregating is bad news for everyone). Early on it starts to become clear that the trash cans are starting to group up and fight back, even though they’ve been deactivated.

    3. I don’t think I understand what you mean. Momentum and throwing debris are both already important parts of the gameplay, and unfortunately, boss battles are outside of the scope of the project.

    4. According to the story, there’s only one type of enemy because it’s the “favorite shape” of the AI that’s installed in all of the trash cans. More pragmatically, different enemy types wouldn’t really work in this game. They can be different shapes, but in gameplay terms, who cares? They can’t behave differently, because if they move on their own, they’ll just run into each other and the game will solve itself (and writing AI to avoid this wouldn’t be even close to worth the effort in this context). I guess they could have different kinds of projectiles…but that doesn’t seem like enough to me. Instead, I shifted the focus to giving the player a few different objectives to be completing. Right now, there aren’t any in-game instructions, but eventually you’ll be getting emails from your bosses to explain new mechanics and objectives as you encounter them.

    It’s important to remember that this isn’t a “full” game, even by my teeny-tiny standards. The real purpose of the project is for me to learn about Blender, Unity, and action game design, so that I can eventually use them to make stuff that people would actually want to pay money for. There aren’t that many gameplay mechanics going on, so I’m only aiming for 20 or so “story mode” levels, with an extra few that go forever for the sake of high scores.

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