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| 25 Mar 2014 12:30 AM |
I made a magic game. Look at it. Now. http://www.roblox.com/A-Method-to-Madness-place?id=1646167
Features: -Complex magical system -Spell selection via mouse gesture recognition -Potential for variable gravitational direction (via advanced camera manipulation) -Missions and bounties -Madness in many forms
Reading the in-game guide is recommended. Having looked at the game, what does Game Design think of it? What should be added? What should be changed? How may entropy be increased?
-God Bless- |
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bourlo
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| Joined: 11 Aug 2009 |
| Total Posts: 399 |
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| 25 Mar 2014 07:02 AM |
Nice! A unique idea i've seen for the first time in roblox. Why is the character a sphere? :D |
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| 25 Mar 2014 08:33 AM |
probably to make gravity easier to use.
If you were to say, make gravity sideways, then the character would fall sideways. The camera would face 90 deg. counterclockwise. However, the character (as not a sphere) will stay sideways and cannot move regular to the new gravity. If the player is a sphere, that makes it easy to have a BodyPosition or a BodyVelocity forcing them down in a certain direction, thus artificial gravity.
Although i noticed something cool, try it:
OldC0 = game.Players.roboslayer10.Character.HumanoidRootPart.RootJoint.c0 game.Players.roboslayer10.Character.HumanoidRootPart.RootJoint.c0 = OldC0*CFrame.Angles(math.pi,0,0)
this little tidbit above rotates the entire character upside down (or backwards, depending if you use X, Y or Z) When you walk forward, you still walk as if its normal, but upside down. If you use math.pi/2, then the character is sideways. Its hilarious. |
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| 25 Mar 2014 01:21 PM |
@Bourlo: The characters are spheres for a couple of reasons. Firstly, spheres are far easier to manipulate, allowing for better "interactions" AKA "explosions." Secondly, animating them, although possible, is extremely processor intensive in a game that can already be somewhat slow. It's also a stylistic decision. I, at least, think they look nice.
@RoboSlayer10: My characters do not use humanoids. If you want though, I can enable variable gravity... It might have somewhat interesting results.
-God Bless- |
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| 27 Mar 2014 11:48 PM |
I put in a fix for spells not correctly being selected and adjusted some values to make them easier to select.
-God Bless- |
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| 29 Mar 2014 04:48 PM |
More balancing done.
-God Bless- |
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| 17 May 2014 12:18 AM |
Enormous update. Lots of new stuff and many fixes. I will probably make a new thread at some point soon.
-God Bless- |
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| 17 May 2014 10:50 PM |
A few fixes and adjustments.
-God Bless- |
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bohdan77
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| Joined: 10 Aug 2008 |
| Total Posts: 7944 |
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| 18 May 2014 07:37 PM |
Bump.
Please note that the character can take a long time to load. Lots of trees must be generated...
-God Bless- |
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| 18 May 2014 10:51 PM |
Pretty water, clouds, more dungeon entrances, and fixes.
-God Bless- |
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| 19 May 2014 06:05 PM |
Aesthetic update.
-God Bless- |
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| 21 May 2014 09:05 PM |
| Yes, very unique and a good idea. Love it! |
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| 22 May 2014 12:15 AM |
Added an indicator to show where some spells are going to be placed.
-God Bless- |
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kip98
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| Joined: 05 Jul 2010 |
| Total Posts: 111 |
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| 22 May 2014 11:53 PM |
| Cool game, some spells didn't disappear when I used them though. |
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