WGJ50 -- Definitely Not Pong -- Post-mortem
Definitely Not Pong » Devlog
Well, as I've been saying, this was our version of a "week off", Don't expect much. The point of the project was to figure out 2D physics and recreate a classic game, with a twist.
- Initially, I couldn't get the RigidBody2D to work, for the life of me. After combing through tons of irrelevant, outdated tutorials, I finally dug up an (albeit, old) tutorial and translated its steps into the updated engine's equivalents.
- Before finally finding the solution, the balls' physics were completely hardcoded, using some rather weak physics math. Thankfully, that code was discarded due to finding the actual solution.
- The balls still don't pick up velocity like I want them to, but they at least work
- The idea was to create some sort of surprising twist to the game, where you would have to dodge projectiles while waiting on the good ball to return. A bullethell was considered, but I have no love for bullethell level design. So, this was the result.
TL;DR: This was our lazy week-- a version of a "week off", so the game is pretty much shit, as it was never intended to be anything special. /excuses
Files
DNP_A1_HTML5.zip Play in browser
Jun 27, 2018
DNP_A1_Linux.zip 13 MB
Jun 27, 2018
DNP_A1_Faildoze_64Bit.zip 13 MB
Jun 27, 2018
DNP_A1_MACOS 26 MB
Jun 27, 2018
DNP_A1_Faildoze_32Bit.zip 12 MB
Jun 27, 2018
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More posts
- Definitely Not Pong -- Alpha 2 ChangelogJun 28, 2018
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