Vector - a Unity archery game

Hey.

I’ve been developing this game for about a month and half or so and its at the stage where its somewhat presentable!

There is still a lot more work to be done, gameplay changes to make and loads more levels to design. I eventually have plans for a multiplayer deathmatch mode for the game, that’s a long while off however.

Originally it was a concept for teaching myself some 3d maths, such as vector calculations and ballistic projections etc.

Any feedback is appreciated! trying to beat the high scores can be a bit addictive however :slight_smile: I do try to keep on top of everyone but its getting harder and harder!

http://www.jmgames.org/?page_id=6

Cheers

Very fun! I loved it!

Very cool! The only thing that seemed a bit odd was the jumping. Also, you could jump on top of arrows you shot, so you can make makeshift pedestals or points to jump to on walls.

Besides that, it’s looking good! The shooting was very fluid and the line that shows the path the arrow will travel was also very fluid. Any chance you may share how you made that line? :wink:

You are meant to jump on the arrows. It just doesn’t tell you until later on.

I hated levels 6 and 7 because it required too much guess work. I didn’t like the targets being off-screen. Floaty platforming was also a bit painful. I’d love to see this with improved controls and level design, as it’s a fun concept held back by the current basic level design and too floaty controls.

The one thing that is perfect is how you handling shooting. Very well done and feels nice and smooth.

Cheers for the feedback so far :slight_smile:

I need to update the tips a bit, I don’t mention anywhere that you can hold shift to pan out the camera, you can use that to find targets in the distance.

The levels are still quite basic at the moment also, but I tended to keep the first lot as simple as possible to introduce different mechanics into the game, rather than trying to overload a new player ( which I did on my first attempt, I left to much for the player to assume :slight_smile: )

I’ll post the code and the maths formula for the arrows flight path tomorrow for anyone interested

Cheers all

ahh okay. I feel dumb now. I didn’t bother to check the controls menu in game. In fact I didn’t even see it when I first played it. It’s easy to miss things like that.

This is very well done, it has a great addictive quality to it.

I liked it, definitely addicting :slight_smile: But the jump/gravity feels way off though. The archery part is quite well executed IMO.

I left a comment.

Good work… quite interesting… Congrats

I stopped at lvl 7, level design needs a overhaul.

I hope you remake the classic Tank game after this :stuck_out_tongue:

I LOVE IT!

Just lost my 1:00-2:00am hour lol

its fun but gets stupid at lvl 6 because its nothing but luck, you cannot see the target and i threw 300 arrows and couldnt get that last one, so i skipped to 7 and could get 4 targets :S So i suggest you make all targets visible, for added difficutly, make them in very tight spots

Otherwise, great job.

hold shift to zoom out :wink:

nice game, i completed all levels.

I really liked it. Very addictive.

That would be very much appreciated :slight_smile:

I also played your funky farmyard game, maybe your arrow code with the trajectory line could be used on that.

Hey,

Thanks so far for the feedback, I was wondering if people could still not see the far targets even with the use of shift? I have had a friend show me that he cant see the furthest target even with shift held down.

Here is the code for the flight projections, it only works over the X/Y axis, but I assume you could find a way to get the Z axis distance included also, I didn’t need it so didn’t bother looking for that calculation.

It is split into the two formulas, one finds the distance the projectile will travel on the X axis, and the other on the Y axis, you can pass the returned values into a vector and that will show you the distance travelled after X time, I did this 10 times, every 0.1 seconds up to 1 second, to show the path of the arrow for a second maximum.

This returns the distance it will travel over the Y axis

function FindVerticalDistance ( angle : float , velocity : float, seconds : float )
{
	//vertical velocity = vv
	var vv : float;
	vv = Mathf.Sin(angle*Mathf.Deg2Rad);
	vv = vv * velocity;

	//gravity influence == gi
	var gi : float;
	gi = -Physics.gravity.y;
	gi = gi * seconds;
	// vertical velocity - gravity
	vv = vv - gi;
	
	//vertical distance = vd
	var vd : float;
	vd = Mathf.Sin(angle*Mathf.Deg2Rad);
	vd = vd * velocity;
	vd = vd * seconds;
	
	//gravitys influence over time = git
	var git : float;
	git = -Physics.gravity.y/2;
	git = git * ( seconds * seconds);
	
	vd = vd - git;
	//print(vd);
	
	return vd;
}

This will return the distance it will travel over the X axis

function FindHorizontalDistance ( angle : float , velocity : float, seconds : float )
{
	//horizontal velocity = hv
	var hv : float;
	hv = Mathf.Cos(angle*Mathf.Deg2Rad);

	hv = hv * velocity;

	//horizontal distance = hd
	var hd : float;
	hd = hv * seconds;
	//print(hd);
	
	return hd;
}

Sadly I cant edit Farmyard fury, as it was a group project and I wouldn’t want to build upon it alone without the others :P, we said not to alter it after the 12 hours passed!

Cheers again

That’s fantastic - thank you :slight_smile:

Shame about the farmyard game, but I totally understand it being locked up after a jam :slight_smile:

Hey scoots,

Congratulation it’s an awesome game.
Very addicting. I love the arrow climbing and the fact that the arrow penetrates into moving obstacles and moves with it. Well thought game.

Few things if I may:

  • The jump is very slow like I am on a Moon. I understand it would be hard shooting some of the hard to reach targets, but that is what it gives the game that slow feeling.
  • Instruction panels, score tables, buttons: very hard to read. Don’t be afraid of colors, use them, saturate and fill the elements.

Make it to an iPhone game. You would get few thousand downloads for sure. The navigation and control would be hard to come up with. With walking jumping and aiming at the same time.

Congrats again.

Very cool game, I love the concept and the wall climbing arrows.

Only thing is the slow jumping, but I started getting used to it anyway, congrats.

This is a great game!
Get someone to give the graphics an overhaul and you could have a hit on iPhone. At least I would definitely buy it :smile:

Also, it would be better if the jump was affected by how long you held the button, and not just a static jump value.

And thanks for the arrow script, this will be very useful for a lot of people!