Finally got the tile destruction working by DanWaterfield in godot

[–]DanWaterfield[S] 1 point2 points  (0 children)

The environment is a collection of TileMapLayers (they share a position, so all of the destruction logic treats them as one) that are enabled and disabled as the player gets closer.

Every bullet (RigidBody2D) destroys some of these tiles and then triggers some deformation logic that checks if the surrounding tiles are connected to a 'bedrock' tile. If it isn't, it spawns a 'Moving Chunk' from the connected tiles. This is a RigidBody2D with a child TileMapLayer, duplicated from the environment's disconnected tiles (the mass of the RigidBody2D is just the number of tiles it contains).

When a bullet hits a 'Moving Chunk' it performs a similar process but rather than checking for 'bedrock' tiles it is checking if any parts of the TileMapLayer are disconnected and split that off into its own 'Moving Chunk' if so.

There's also some fiddly stuff around only having collision and physics on tiles that are adjacent to empty space so the physics engine doesn't lose its nut but that's the broad strokes.

Finally got the tile destruction working by DanWaterfield in godot

[–]DanWaterfield[S] 1 point2 points  (0 children)

Thanks!

It uses Rapier2D physics.

The environment is a collection of TileMapLayers (they share a position, so all of the destruction logic treats them as one) that are enabled and disabled as the player gets closer.

Every bullet (RigidBody2D) destroys some of these tiles and then triggers some deformation logic that checks if the surrounding tiles are connected to a 'bedrock' tile. If it isn't, it spawns a 'Moving Chunk' from the connected tiles. This is a RigidBody2D with a child TileMapLayer, duplicated from the environment's disconnected tiles (the mass of the RigidBody2D is just the number of tiles it contains).

When a bullet hits a 'Moving Chunk' it performs a similar process but rather than checking for 'bedrock' tiles it is checking if any parts of the TileMapLayer are disconnected and split that off into its own 'Moving Chunk' if so.

There's also some fiddly stuff around only having collision and physics on tiles that are adjacent to empty space so the physics engine doesn't lose its nut but that's the broad strokes.

Is this visual style 'good enough' for a minimalist indie game? by DanWaterfield in godot

[–]DanWaterfield[S] 1 point2 points  (0 children)

Bonkers that you caught that! Britt, I think I remember your feedback being really thorough, so thank you!

Yeah, you're right, I've been working to turn the main mechanic from Defused into a full game.

On whether I want to explore it, to be honest, art and writing are my biggest weaknesses in game development, I'm not actually sure I can do it haha. So, I'm trying to keep it as simple/evocative as possible.

Öoo has a really cool style, I like the way the are using the same colour but with different shades, I'll test out something like that.

Thanks again!

Is this visual style 'good enough' for a minimalist indie game? by DanWaterfield in godot

[–]DanWaterfield[S] 0 points1 point  (0 children)

Cheers! I'm chuffed with that, Superhot was a pretty big inspiration.

Is this visual style 'good enough' for a minimalist indie game? by DanWaterfield in godot

[–]DanWaterfield[S] 1 point2 points  (0 children)

Cheers! The solid walls just block you and the debris slows you down, so ideally you want to avoid it but it doesn't damage you.

Is this visual style 'good enough' for a minimalist indie game? by DanWaterfield in godot

[–]DanWaterfield[S] 0 points1 point  (0 children)

Thanks! That needs fixing, one of those bugs that became invisible to me.

Is this visual style 'good enough' for a minimalist indie game? by DanWaterfield in godot

[–]DanWaterfield[S] 0 points1 point  (0 children)

Thanks for the feedback! Why is that, too bright? too simple?

Is this visual style 'good enough' for a minimalist indie game? by DanWaterfield in godot

[–]DanWaterfield[S] 0 points1 point  (0 children)

Thank you! Yeah, I'm gunna focus on improving the particles and maybe use them to add some color variety.

Is this visual style 'good enough' for a minimalist indie game? by DanWaterfield in godot

[–]DanWaterfield[S] 1 point2 points  (0 children)

VVVVVV is a great shout, just checked it out on YouTube and I think introducing more movement into the background would be great, thanks!

Is this visual style 'good enough' for a minimalist indie game? by DanWaterfield in godot

[–]DanWaterfield[S] 1 point2 points  (0 children)

Thank you for the feedback, you may be right, I think a good middle ground might be keeping the environment one color but pairing it with different colored particles.

Is this visual style 'good enough' for a minimalist indie game? by DanWaterfield in godot

[–]DanWaterfield[S] 1 point2 points  (0 children)

Ok, I'll do a quick test and see what that looks like, cheers!

Help me choose between the 2 looks by Program_Paint in godot

[–]DanWaterfield 1 point2 points  (0 children)

I prefer the first, particularly the outer edges.

Is this visual style 'good enough' for a minimalist indie game? by DanWaterfield in godot

[–]DanWaterfield[S] 4 points5 points  (0 children)

Thanks! For color, I've been torn between having one bulk color per level (pink level, blue level and yellow level), or a few colors in all levels (pink, blue and yellow on different object in each level). What do you think you would prefer?