When releasing a new version remember to add a git tag...!
- TODO Add a countdown to start the game
- TODO Moved time warp to U and Q
- TODO Added controls menu
- TODO Experiment with lives put on spring but then falling back to the grid shape. This way explosions would look cooler and could have collateral damage
- TODO Make explosions affect the paddles to make it harder to aim if someone blows up next to you
Objective: Destroy all your opponents little red boxes.
Controls:
- J/L: move player 1 paddle left/right; I/K: speed up/down time in player 1's world
- A/D: move player 2 paddle left/right; W/S: speed up/down time in player 2's world
Changes in this version:
- Added separate physics worlds for each player
- Added visualization showing the remaining amount of time warping, it recharges over time
- Fixed a bug where the aiming lasers rendered but the ball would not actually collide with the paddle
- Removed the healing property of balls matching the player color. All balls damage all lives.
- Changed ball color so it indicates which physics world the ball currently lives in
- Changed ball explosions so they damage lives and apply impulses to other balls within the explosion radius
- Changed the colors of the players/background a bit
- Changed the game aspect ratio to make it more suitable for playing on phones
- Changed all lives to spawn with the same health, but maybe it was better when the ones near the edges were weaker..?
- Non-local multiplayer is broken, oops, the focus was on game design and I didn't maintain it
- Changed hearts to a row of red boxes (aka "lives") behind each player
- Changed ball colors to match the players, when balls matching your color hit your lives, they heal them rather than inflicting damage
- Changed ball spawning to come from a notch on left/right for player 1/2
- Changed explosion mechanics so explosions occur when ball health reaches zero (balls loose health in high-speed collisions)
- Changed the pause menu so it shows on top of the paused game
- Added some features to make it easier to aim the balls:
- Added line segments showing future ball trajectories. This only works on balls of your own color
- Allow the paddles to move beyond the boundary
- Removed arrow key controls for player one, use JKL instead (later UIO and QWE keys will also be used)
- Added a game over menu rather than automatically exiting to the main menu
- Added auto hiding of the mouse pointer if it doesn't move during game
- Changed single player mode to include an AI opponent. AI skill levels are WIP, Moron does nothing and Mindless/Smart just move left/right
- Added ability to speed up time in single player mode, this will eventually also be used in multiplayer mode when there are separate physics worlds for each player.
- Removed the ball shape and paddle shape options. These were just developer options and not particularly fun to edit.
- Updated the logo and tweaked the colors/graphics
- Changed the font from Anonymous Pro to SkyTree by MONTAGNA
- Changed the implementation of the dome shaped paddle to use an exact circle profile for physics, rather than a piecewise flat polyline
I changed my mind on powerups, I think they would make it worse by diluting what the game is intended to be about: precise movements learning about angles/reflections.
Maybe square balls count be brought back if we use a physics simulation to determine the future ball trajectory, I experimented with a simulation approch for the future ball trajectories but circle casting is simpler/faster and works well for circles.hmm...
- Replaced text scores with hearts/lives behind the players
- Win the game by destroying all the opponents hearts!
- Increased maximum number of balls to 4
- Balls exploded on (non-player) collisions if they are move fast enough
- Fixed networking (many WIP things are not replicated on the client yet)
- Added a SFX volume control to the Settings menu
- Workaround the crash in 0.2.0 (hopefully???)
- Added a single player mode (but I broke networked multiplayer, opps)
- Implementation of powerups v1 (WIP):
- Ball colors are set to the color of the last player that hit them
- Ball colors are passed on via collisions: the color of the faster ball is propogated
- Powerups are obtained by hitting them with a player colored ball
- The grey boxes will become powerups, maybe you have to hit then N times, or fast so they smash...?
- Changed the shape of the play area
- Changed the shape of obstructions
- Changed the position of the scores
- Changed the menu background---don't use unmodified AI art
- Improved ball spawn behaviour