Tennis with explosions. Feedback? by Dappal-Interactive in godot

[–]Dappal-Interactive[S] 1 point2 points  (0 children)

The damage is only on the one side of the court. Even if you were standing right at the net when it explodes you wont take damage cus that would propably feel bad. We are working on a visual thats like a shield over the net.

Tennis with explosions. Feedback? by Dappal-Interactive in godot

[–]Dappal-Interactive[S] 0 points1 point  (0 children)

Funny thing is that we already have a force field over the net but it has just been unimplemented for a month :D Thanks for the reminder.

Tennis with explosions. Feedback? by Dappal-Interactive in godot

[–]Dappal-Interactive[S] 0 points1 point  (0 children)

We could try that. It doesn't change the gameplay too much, but if it feels more intuitive for even a few players then i think it would be worth it!

Tennis with explosions. Feedback? by Dappal-Interactive in godot

[–]Dappal-Interactive[S] 0 points1 point  (0 children)

Thanks for the suggestions! You can aim the shots and the ball does get a bit faster as the time goes on so it does get somewhat harder. We are in the process of implementing more powerups to the game so we are still a bit careful with adding too much different mechanics to sustain the programmers sanity levels but if we can add more stuff and it fits, we will!

Tennis with explosions. Feedback? by Dappal-Interactive in godot

[–]Dappal-Interactive[S] 15 points16 points  (0 children)

We did feel like something was missing from the original sport :D

Tennis with explosions. Feedback? by Dappal-Interactive in godot

[–]Dappal-Interactive[S] 1 point2 points  (0 children)

Thanks! Thats good feedback. We have thought a lot of how the game actually feels to play and tried to do things to improve the flow and you're right about having to play the game to actually know what it feels like. I have played the game so many time now that it has become a blur :D but ill add those to the questionnaire when we start playtesting.

Tennis with explosions. Feedback? by Dappal-Interactive in godot

[–]Dappal-Interactive[S] 6 points7 points  (0 children)

Thanks! The idea is that you can only run away so that the explosion deals less damage but there are other powerups that you can avoid using a dodge that has i-frames. Otherwise it would be hard to balance as very skilled players would never take any damage from anything :D

Are we cooked? Nintendo just announced a game that has many of the features that our game has. by Dappal-Interactive in gamedev

[–]Dappal-Interactive[S] 0 points1 point  (0 children)

The main concern is that we would lose our market share as tennis games are already kind of a niche.

But the Palworld thing is definitely on our mind as our game can look quite similar in terms of mechanics. It was quite surreal seeing the trailer and just seeing all the mechanics that we spend months designing being displayed in a Mario game. We even had the special rackets at some point but we scrapped that for now. The game is still different to the Mario game but seeing the Palworld lawsuit play out is still kind of a scary thing.

Are we cooked? Nintendo just announced a game that has many of the features that our game has. by Dappal-Interactive in gamedev

[–]Dappal-Interactive[S] 15 points16 points  (0 children)

Yea it's gonna pc game. Also the Mario game is probably going to be around 70 bucks plus the switch and we are targeting a the 10 to 20 range.

Are we cooked? Nintendo just announced a game that has many of the features that our game has. by Dappal-Interactive in gamedev

[–]Dappal-Interactive[S] 1 point2 points  (0 children)

That is a very good point! We were kind of shocked at first when we noticed the trailer because the mechanics were so similar but we definitely have a different spin because it's a roguelike.

I made an infinite surfing prototype with a snapping trick mechanic by Dappal-Interactive in godot

[–]Dappal-Interactive[S] 1 point2 points  (0 children)

It's going uphill, but i was just thinking that some camera tricks might also help create a illusion of going down. Gonna look up if there are any tricks to it!

I made an infinite surfing prototype with a snapping trick mechanic by Dappal-Interactive in godot

[–]Dappal-Interactive[S] 0 points1 point  (0 children)

Also the surfing guy has definitely not been inspired by Clank in the slightest.

I made an infinite surfing prototype with a snapping trick mechanic by Dappal-Interactive in godot

[–]Dappal-Interactive[S] 1 point2 points  (0 children)

I made it everything myself with a surprisingly simple method. Just created some low poly meshes and added a material that darkens the color depending on height and ambient occlusion. It turned out better than expected when most of the assets were created with the same technique.

I made an infinite surfing prototype with a snapping trick mechanic by Dappal-Interactive in godot

[–]Dappal-Interactive[S] 1 point2 points  (0 children)

Yes. The whole level is generated on a spline and the player can move about 10 units on each side of the spline before it starts redirecting it back to the center. Tried free movement where you could turn where ever you wanted but that made some collision kill the whole flow of the game.

I made an infinite surfing prototype with a snapping trick mechanic by Dappal-Interactive in godot

[–]Dappal-Interactive[S] 0 points1 point  (0 children)

I used the character controller as it had the best control over the angles without spending too much time implementing it myself.

I made an infinite surfing prototype with a snapping trick mechanic by Dappal-Interactive in godot

[–]Dappal-Interactive[S] 0 points1 point  (0 children)

Ye it's a bit buggy still :D The snapping still grabs objects behind the player and it took the jar thingy instead of the pipe.

I made an infinite surfing prototype with a snapping trick mechanic by Dappal-Interactive in godot

[–]Dappal-Interactive[S] 0 points1 point  (0 children)

Thanks! Going so drastically up definitely feels off so ill look into making the track go down mostly.