pop-dots-game's People
pop-dots-game's Issues
Charging should result in different velocities at different distances
Right now charging gives the same velocity to the Player node, no matter the distance between the release point and the Player node. I need to make charging apply less velocity if the distance is less than a certain limit or the defined maximum if the distance is equal or more than the limit.
Aiming and Shooting effects
I need to implement visual effects to represent how charged the node is when you aim from a certain distance. I also need to make a trail that will follow the Player node after it gets shot.
Make the Player node interact with other objects
For now, the Player node does move in the direction of the left mouse button click, but it does not interact with the map border or pop-able dots. I need to implement these mechanics.
Create and import the basic game resources into the Unity project
I need to make a ball and a wall sprites as my basic visual assets for the game.
Aiming and, possibly, charging mechanics
I need to make shooting the Player node a satisfiable experience. I was thinking about making it feel like charging a bowstring: a player would click on the Player node and pull the mouse in the opposite direction of the desired direction of the shot until he or she reaches the maximum charging distance.
Create a script to put pop-able dots at fair positions
I need to make the dots a player would pop appear at such positions that it would be always possible to pop them with the given number of wall bounces (ricochets).
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