EmperorIng wrote:you can even ask some cool dudes around the forum who make music... >.>
Anyhow, I am interested in how the deflect mechanic works. Is there a way it is limited so as not to make it a potential crutch to dodge everything? EG, hard to pull off, some bullets can't be reflected, etc.?
Though I definitely liked what I saw in the video, though the white ship with white background is a little hard to read.
I made the 'deflection' sphere a little bigger here in order to show off the mechanic but the idea would be that you have to have the right timings in order to use it. Possibly even different timings for different bullets? I don't know.
Anyway one limitation comes from the fact that deflection has an 'energy' value and is depleted every time its used. However the more bullets you deflect at any one time..The more energy you get back. So the deflector would use say 20 energy...and each bullet would give back 2 so if you deflect a couple of bullets constantly you'll run out of energy, deflect 10 bullets at a time...and you'll basically get a free deflection. Another is the fact that constantly hammering the deflector will prevent you from using it for 1 second and you'll lose your 'Chain' (gained from consecutive successful deflections, its why I deflect even when I've kill everything on screen) which acts as a multiplier to the score of subsequent enemies you kill.
So yeah I could just change how much the deflection costs, how much you get back and how long to penalise you for..and possibly add different timings to different bullets
Oh and I never noticed how much the ship blends...its like my mind is filtering out all this stuff because of how long I've been staring at this level
