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Deepest sword ending7/21/2023 ![]() Since I’m not a rogue-like guy, I don’t know if this is standard practice, but it is frustrating to get cornered and have to start over. It is possible to build an extremely powerful king to fight your opponent with, but the odds aren’t that great from what I can tell. That’s all well and good, but the trouble I’ve been having with Shotgun King is that the RNG has really been screwing me, with some games ending after a horrifically unbalanced floor because White ends up with twelve pawns that can attack sideways and three rooks. Your shotgun doesn’t have much of an effective range at first, but it can be improved by applying bonuses you can choose from between floors (though each bonus comes with a paired bonus for the enemy that you’re forced to choose as well.) And remember, as in regular chess, the object is to kill the enemy king: it doesn’t matter how many pieces White has once you have the white king in your sights and down to one HP once you’ve got him, you win and get to advance to the next board. Taking aim at a few poor pawns, who didn’t ask for this This translates into a game in which you progress through floors consisting of chessboards and enemy pieces that you can blow away. As the opening sequence tells us, he was such a lousy king that his entire army left him, even his queen, and so now he’s out for revenge. Not exactly fair, but you do have an advantage: your king has a god damn shotgun. The setup is non-standard, however: you play as Black with a single king, while White starts with four pawns, a knight, a bishop, a rook, and a king. All the pieces move as they normally would, at least at the outset. Shotgun King does operate on standard chess rules to some extent. I don’t really play rogue-likes, but I do play chess on occasion, and I’m not extremely bad at it. Shotgun King is a chess-based game just as the title suggests, but it’s also a rogue-like/lite. I learned about Shotgun King: The Final Checkmate from the excellent blog Professional Moron - compliments to Mr. But considering the fact that I’ve gotten quite a bit of play out of this free demo, I’d say it counts, or close enough, at least. This entry is a cheat on my part, I admit: it’s a demo version of a game that costs money. Yes, this is yet another one of these posts where I try to cram at least two free games I found into a single stupid theme. And so why not play a few games that are centered around the unique attributes of specific weapons? And since I don’t feel like spending more money at the moment, free ones. However, like many others of my generation, I have used all sorts of weapons in games. I hope this helps, dont worry about disappointing anyone, you got this!Īnd even if it doesn't work perfectly at the end, this is quite a challenging system for someone just starting out even if it might seem simple.Despite being an American, I’m no expert on real-life weapons. Also I am not sure, but maybe make the players collider a sphere collider to have it pass through corners more easily, also lock its rotation if you have not already done that. To make everything smoother to move and look at, enable rigidbody interpolation and make collision detection continuous. You can set the motor torque and speed values to positive or negative values to have it rotate left and right. Then set the Connected Rigidbody value to the character rigidbody.įrom script, you can enable the useMotor value if you want the sword to move and disable it again. The most important part though is: Use a joint for example a hinge joint 2d on the sword. Also, I would increase the swords mass value every time it grows. You can also easily change its length that way, as you can modify the size of the collider. Give the sword a capsule collider 2d which will make collision smooth. ![]() The way I would set this up, just looking at the video would be to give the character a 2d rigidbody and the sword is under the character/a child of it in the hierarchy that also uses a rigidbody 2d. Could you maybe post some code of how you are currently doing things? I have not played the game, but I guess you can't jump and have to use the sword to climb and get around. So problem 1 and 2 seem to be related, the box collider goes through walls because it cant move the character wielding the sword.
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