Wrong way issues
The issues that I ran into when testing the game was anytime that you would purposefully go backwards there would be no indicator showing you that you were going backwards. So I wanted to try and solve this by just making simple text/image showup when you are going backwards. There were plenty of ways of trying to solve this problem, and the current way that I tried to solve it is by using the existing checkpoint system.
I used the current checkpoint system that I implemented to get the current direction of the player and the front of the checkpoint that the player hits. I then used the sign of the front facing direction of the current checkpoint that the player hits, and if the player isn’t going infront of the checkpoint that means they are going backwards. Even though it is the most simplest solution, it can easily break if anyone places the checkpoint wrong, and I also chose this method because it seemed to be the most efficient and non resource consuming thing.
– Ryan Lugo
Get BlazeRunners: Bullet Ballet
BlazeRunners: Bullet Ballet
Status | Prototype |
Author | Pixel Pulse Studio |
Genre | Racing, Shooter |
Tags | 3D, Multiplayer, Unity |
More posts
- Progressing with Steam Integration and Lobby Functionality13 days ago
- Network Ownership and Server Timer13 days ago
- Tutorial UI Setup and Timer Bugs13 days ago
- Networking the AI13 days ago
- Fixing Wheelies14 days ago
- Networking Objects19 days ago
- Enhancing Game Tutorial Logic and UI Layout19 days ago
- Lobby Functionality for Multiplayer19 days ago
- Aim Assisted Predictive Aiming19 days ago
- Reworking Leaderboard System19 days ago
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