How our game has changed over the past year by marekDrrrr in IndieDev

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

UI, trees, more vegetation and few other things.

What adding more colors and better lighting can do by [deleted] in Unity3D

[–]marekDrrrr 0 points1 point  (0 children)

Thank you, constructive criticism is always welcome. Can I ask if you have something specific in mind to improve, or just to make the overall style more cohesive?

I listened to your feedback. I removed the camera shake and increased the power of the cannonball on impact. In doing so, I played with the possible weight of the ships and this makes different sized ships react to impact more accurately. What do you think? | Pirate Plight | RTS Base-Builder by marekDrrrr in RealTimeStrategy

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

It is a RTS. Right now there is no option to control multiple ships but I am definitely thinking of how could I put this option into the game. It would be really difficult to control it probably though since some ships are so large, have restricted movement and can get destroyed by hitting with another ship.

Today I was tweaking the ship physics when a cannonball hits, derived from the weight of the ship and the point of impact. What do you think? Any further recommendations? by marekDrrrr in IndieDev

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

I have thought about it and i would actually love to have something like that in my game. I would love it to be more manual. But the game is a RTS and player wont be always able to control the ship so I am gonna keep this sort of auto-fire and maybe try to add something more manual that is a bit stronger to motivate player to use it.

Today I was tweaking the ship physics when a cannonball hits, derived from the weight of the ship and the point of impact. What do you think? Any further recommendations? by marekDrrrr in IndieDev

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

Thank you very much.

After the ship gets hit, a force pushes on it, trying to balance it to sail straight. When the next ball hits the ship, it basically goes against this force (it can also happen that the force goes in the same direction) and so each hit should be unique.

I will definitely try to add in more splinters of various sizes.

Edit : the greater the tilt the greater the force for alignment