Wednesday, February 22, 2012

Charlie Week 6

In response to the list here are how we plan to address many of the issues:

Add Boundaries:
We will throw in a simple location check in the GravMan update function that will thorw him back to the starting position when he flies off the screen.

Remove Drift on Collisions:
There are two solutions. We could simply kill/reset gravman on all collisions, or we could play with the physics materials of the objects in question. My theory is that the default material has too high of a bounciness value(yes, that's how they phrase it in unity).

RigidBodies Failing in Setup Phase:
I honestly don't know how we keep breaking these collisions and I'm not sure how to fix this one while keeping the current collision method intact.

GravMan Facing Towards Movement:
You guys keep bringing this up, but honestly do we need this? I think it adds to the "silliness" of our game if we just have gravman spinning around haphazardly through space.

Gravity Well Indicator:
Super simple solution would be to just make a colored ring of some kind (or a cloud of space debris in orbit to make it cooler) and scale it up in game to be the radius of the well around the planet. We can easily attach such a ring to the existing planets and it doesnt even need to have any physical effects on the game.

Quit Button:
This is a very simple Application.Quit(); line in the code somewhere. Do we want it based on a key press in game like ESC perhaps? someone can also make a button for it in the menu/win/lose screens (I don't get buttons still).

New GravScript for New Objects:
I'm not exactly sure what you meant by this but I think Trent has had the future in mind while reworking the scripts recently so we should be ok.

Decide on a Gravity Style:
It seems we decided on using both styles of gravity and just using them for different styles of planets or something. This is great and all, but it present a handful of problems. The physics based style won't work with our current launch method for gravman. It also is checked slightly differently so I'm not sure how practical using both styles is going to be but I'm willing to try to get them to be friends.

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