On Target es un prototipo realizado para la materia "Prototipado Rápido" dictada en la Universidad Nacional del Litoral para la carrera Tecnicatura en Diseño y Programación de Videojuegos, con la siguiente consigna:

CORE MECHANIC: explore en el prototipo a realizar una core mechanic que incluya como componente crucial, el concepto de “Rebote”. Solo se pueden utilizar 3 sprites, ni uno mas, ni uno menos. Se pueden duplicar, modificar, replicar y adaptar pero no utilizar otros nuevos.


Desarrollado en COCOS CREATOR 2.4.4 y escrito en TypeScript. 

En este prototipo utilicé las funcionalidades de Box2D y el motor de físicas que trae el engine para lograr los rebotes. Las paredes son cuerpos estáticos que no responden a la física, mientras que el objeto que se dispara (la bala) es un cuerpo dinámico, afectado por las fuerzas de la simulación (la gravedad se ajustó a cero)

StatusPrototype
PlatformsHTML5
Rating
Rated 4.0 out of 5 stars
(1 total ratings)
AuthorRNB Games
GenrePuzzle
Tags2D, box2d, Casual, Short, Simple

Comments

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Hello,

The game is pretty Fun to Play and quite well portrayed. Just love the aesthetics of the Game, Well Done!

The Sketchy approach taken as the visuals is a good option as it's playing the role of an attention grabber. Some small changes are required in this game to maintain the flow and bump up the feel of the game.

1. The Shooter should lose its Arrow if the User shoots,  which will give good feedback of no ammo anymore and you are having just one chance. 

2. The physics acting seems to be weird and that might be due to the collider you are using for the Arrow Triangle. This is because practically if a User set an angle for the projectile and bounce, he expects to get the same as a result, which is unfortunately not happening here. This ruins up the feel of the overall game. 

3. How about destroying yourself if the Triangle hits the Shooter itself?

4. How about adding some pool Particle Effects, some small Animations and other UX related stuff to bump up the feel of this game.

It has the potential to become a Good Game with retention ahead if it's done and polished well. 

Thanks for the suggestions ! I used Box2D to calculate the phsysic of this game and you are right with the collider, it makes an awkward effect with unpredictable results. It would be better to shoot balls instead of an arrow to get better collisions and bounce effects, so in the following versions of this game I am going to try that.

Well, without any doubt the ball and circle collider would be the simplest and best approach to make such games. But if you want to keep this arrow still then you need to make some calculations to get the direction of the arrow after the bounce and then you have to turn the arrow to that predicted direction. This would look cool but a little tricky to implement.