Turnament Devlog #4


To let the seekers collide with projectiles and creators, i gave them CircleCollider2Ds and Rigidbody2Ds, and checked in the same code where it also checks for crystal collection.

When a seeker would collide, it would then get destroyed (along with whatever it touched). The gamemanager needed to know about it too, because it needed to say, hey, it's game over!

It looked really boring when the game objects simply vanished, so I decided to make the explosions next. 💥

I looked at how I did the old explosions in flash. It was basically an animation of lots of circles (7 layers, to be exact), so I made a white circle, imported that in Unity, and layer by layer, I replicated the animation.

I also recreated the crystal collection animation, which isn't quite as eventful, but still had to be there.

Here's how the explosions now look in the game:

A little side story: Back in 2006, the seekers collision was square at first, meaning that if you sent a seeker diagonally passing a projectile, it would sometimes get destroyed even though visually the two circles didn't meet. Khimitsu was one of the beta testers back then and sent me a piece of code to simply check for the radius instead of whatever I was doing. And that made it possible to have a collision detection that was visually correct.

Nowadays, you simply add a Circle Collider 2D, and that's it. :D

Next, I wanted to take a look at seeker shields.

Seekers are able to collect shields, which will save them from being destroyed once. They can collect multiple shields, and each starts off slightly more rotated, so you can see that there are more shields on one seeker.

It was more or less adding colliders to the shield, adding detection, and only killing the seeker when all of its shields have been removed.

Up next was a crucial element: destroying projectiles with turned fields!

Now that pretty much everything for destruction of projectiles was already set up, it was as simple as checking the current coordinates, see if the field is turned, and if so, explode!

Still had to make exceptions, because creators and seekers also use the projectile class. Was funny to see seekers get destroyed while walking on turned fields. :D

Also funny was that i forgot to check if a shield was already on a seeker. So when i ran into a seeker with shields, the shields got transferred to the other one. I fixed it, but for a second i thought this was maybe a nice easter egg or something xD

Next item on my list was the old cursor, which showed the current available energy, and all the restrictions around it. I extracted the sprite again from Flash, made it move along with the cursor, and added new variables to check the total energy, and the total turned fields.

This also already works with controller, since the cursor just moves along with the player object (which was Catty/Batty in the previous game).

I also fixed the positioning, so now every time an object moves towards a new square, it lands in the exact center, which looks and feels a lot better.

There are only a few gameplay mechanics left to implement until i can already start to rebuild levels:

  • broken fields (they can't be turned or used as target position for seekers)
  • repair seekers (can repair broken fields)
  • invincible projectiles
  • broken seekers (which don't move on turned fields, so you can "capture" them)

So far, so good!

To be continued... 💎