The game has now been completed, and adds to the BGE’s growing list of games completed within it. Survive 24 levels of Turret Onslaught as you struggle to stay on the arena floor for the designated time. If you need to exit the game at level 15, you can continue the game later. Good luck and have fun.
That said, it’s a good beginning to a simple game. It looks like it could be fun. You’re going to have to have some way of making it harder, because as it is it’s the same difficulty no matter how long you last.
Also, I’m not a fan of the texture on the main character, maybe just have a solid color? I don’t think you should put on a texture “just cuz,” but that’s a matter of personal preference.
It’s a good start for something. You could add some objects or buttons in random locations that need to be collected/pressed to blow up the the turret. Higher levels could have more turrets. And I think you could also add sliding floor panels (holes in floor) or jump/climbing platforms to reach the buttons to destroy the turrets.
You could have turrets placed on each vertical level or the turret could extended or levitate like a flying Dalek. (The cube does look a bit like the Tardis.)
Another idea is that you could have a sort of escort mission, where you have to safely escort some NPC cubes across from one side to the other without falling off.
Powerups could give you a shield to bounce back the balls without knocking you back for a few seconds.
Are you sure, I checked and the textures were packed, you have to enable GLSL materials to see them. It could be my first upload didn’t have them packed, but I uploaded an update and the textures should be packed.
That said, it’s a good beginning to a simple game. It looks like it could be fun. You’re going to have to have some way of making it harder, because as it is it’s the same difficulty no matter how long you last
It won’t be an endless game of sorts, that’s just level 1. Higher levels will have more and different types of turrets (thinking a 3 stack with each of the sections shooting a different bullet at a different speed. I got done with level 2 with two stationary turrets each shooting a bullet of different mass. Just to make it worthy of taking risks, the start of the scoring system gives you points for every second you don’t press a key. Higher levels I also plan on having holes in the middle or something, or maybe different elevations.
Also, I’m not a fan of the texture on the main character, maybe just have a solid color? I don’t think you should put on a texture “just cuz,” but that’s a matter of personal preference
That’s modeled, that’s not a texture, I thought the player would look boring as a simple solid rectangle.
Harveen, interesting ideas. I think I’ll put down floating turrets and I did have the idea of some levels having you trying to push the turret off of the edge. About blowing them up the idea of them being there and you can’t destroy them (except in supposed levels where you push them off) is a major point of the game. The game is mostly trying to survive the onslaught long enough, not destroy them.
I’d say the middle turret in this level acts as if it was broken, spitting bullets at very high rates, wobbling up and down and spinning around at certain periods. Provides an interesting challenge even though it’s not supposed to aim at the player. The white turret just goes around the level’s perimeter over and over again.
It might be interesting to have a level with walls outside the arena (but with a gap between the floor), so some of the balls bounce back off the walls and create a different patterns. Or maybe you could try a series of small planes moving around the perimeter (like giant pong paddles) reflecting back a few balls.
In that case, you might have to make the older balls dissolve on their own after a certain time limit to prevent too much build up.
I was thinking of a level where there is a wall that’s not attached to the arena, but is at a certain distance above so fast moving bullets from upper guns of a multi-level turret would bounce off. As long as they help make it harder to stay on the arena.
Just to note, right now it doesn’t automatically restart when you hit the invisible plane, but the timer stops and the no key bonus no longer works.
Cool concept overall! Now is very well presented, and I like the way the lines under the platform look.
10 minutes, however, is WAY too long to be puttering around on the 1st level. The first level is super easy to survive, and I found myself bored after about 45 seconds. It’s fine to start easy, but if you make the difficulty curve too gradual you make your users bored.