I realised I didn’t have anything at all planned this weekend so decided to challenge myself to my own little “48 Hour Game Challenge”, and I’m really quite happy with the result.
Have a look at Commander Helicat and let me know what you think. Modelling was done in Modo 601, and I’ve used the NGui, Hard Surface Pro, and Ian’s Explosion Pack Unity assetpacks to help me along.
All in all I’ve really enjoyed this, and learnt a fair bit as I’ve gone along. It’s seems to be a great way to get another (fairly simple) game done and to try something you’ve not done before, I recommend giving it a go.
Thanks for the positive feedback, it’s much appreciated.
keithsoulasa, I do have the iOS Pro dev kit, and grabbed the basic Android one during the current giveaway. Shall see if I can build it on mobile without losing too many features and, if so will do some more levels and release it. I am working on a more long-term game idea already though so it may not happen too soon.
joshimoo, The control physics are fairly simple, the Cathead (not the rotors) is a dynamic rigidbody and has a script which checks the input and for each key held applies a force in that direction if it’s not already moving at maximum speed. This script also uses the horizontal component of the velocity to control the ‘facing’ of the copter and also make it lean into the movement. The rotors are just a mesh with a trigger volume which moves with the head, they’re not actually controlling any of the motion.