Tower stack game logic?
How can I make a game similar to https://www.youtube.com/watch?v=kJCXPzRWH0k ?
Do we have gadgets to 'chop' things off if not correctly aligned and then trigger the next slab - gradually make them appear faster - repeat till slabs are too tiny to put on?
I can't seem to put the pieces together to make something like this
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Hi, the trick to making this work is to start very simple and get the basics working before adding the harder slicing mechanics. Perhaps your first goal could be to make the block emit, animate and then have it stop when the user presses a button. Second goal could be to detect with a triggerzone how well the slab was positioned and display a score. Third might then be to spawn another block and make all the previous blocks shift down (or move the camera up). Then you can build up to the slicing mechanic.
I think the easiest to do the slicing would be to pre-slice your block into lots of thin slices and then use a trigger zone to make slices that don't fall within the zone drop away when you press the button and slices that fall within the zone fix in place.
A better but slightly trickier solution would be to have a library of slices of different widths and then use an array of triggerzones to detect which one needs to be emitted when the slab is activated. This has the advantage of looking better and performing better because each slab would only be a single object.
hope that helps you get started
thanks
Matt -
Thanks!
I will start this and post back when I get stuck
1) "how well the slab was positioned" <-- how do you do this with a trigger zone?
2) "pre-slice your block into lots of thin slices" <-- Where do I 'save' these thin slices and how do I pre-compute them?
3) " fall within the zone fix in place." <-- is there a gadget for this too?
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