CubeZ

by aaranos
~~ CubeZ ~~

!!READ THIS!!
Recommended to play in 1280x1024 until I fix the scale issue.

Controls:
Left Click to select single unit
Left drag to select multiple
Right click to move units

Description:
You are the wagon of life that provides for the warriors in this small cube of a world. You have five minutes to take out as many zombie cubes and collect as many coins as you can.

v1.0 is pretty buggy and I will be working on fixing the issues with units not attacking properly. You can kind of get the fighter to attack an enemy by right clicking directly on them.

v1.1
Fixed raycasting for terrain
Fixed enemy fighting, kind of. The system needs some more work but at least they fight now.
Fixed world size by making it much smaller. Makes it less of a walking sim, sliding sim in this case?

Expect further fixes or improvements until LD35.

Comments5

DrTeaSpoon
DrTeaSpoon3 Apr 2016, 10:17
Looks cool.

Bugs:
-Your ray tracing method for controlling the units hits all objects on screen (including the trees) meaning you cannot move behind the tree.
-You did not consider other aspect ratios when designing your UI, lot of the UI gets cut off on my monitor.

Was it intended to have only single zombie to kill and that's it? I found no other objects/enemies to interact with.
Aaranos
Aaranosauthor3 Apr 2016, 15:27
@DrTeaSpoon, I know I still need to make it ignore terrain for movement. I did consider other UI and tried to make it scale but hadn't had time to do much testing. The plan was to scale it based on your native resolution but it sounds like that isn't working right.

There are two enemy spawners in the world, I might lower the size of the world again. You can reach them in like 5-10 seconds of movement though.
geekguy1003 Apr 2016, 17:45
I really love the art style. I noticed that movement can get a little buggy. It seems over time that the wagon and warrior speed up as they continue to move.
Aaranos
Aaranosauthor3 Apr 2016, 23:48
@geekguy100, Thanks, I love pixel styles a lot. The movement you noticed is just acceleration, which I actually toned down a lot but didnt remove entirely because of time constraints. Just did a patch to fix some of the glaring issues with the first release.

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