And if you run out of fuel in the middle of a fight, sure it's fun for the other guy, but it's not fun for you. But with limited funds, you're usually going to put fuel at last priority unless I make the "on-board" fuel ridiculously low.
I was thinking about having limited fuel, and you could buy extra fuel tanks. I could leave in the auto-flip but make the delay longer, but that's not fun either. You don't want to be the poor guy without a flipper who falls over going up a hill and stays upside-down for the rest of the match. Although having flippers would be neat, everyone should have one, so it'd just become redundant to add. Then see how no GUI components ever overlap each other?Ĭlick to expand.At the moment the vehicle will automatically reset if it's flipped over (like, normal racing game style) but there's a bit of a delay so if someone else knocked them over then they have a chance to get a few shots in. They have pretty much the same options as me, because they're the ones you can access in Unity. Check out the Kerbal Space Program graphics options for instance. Why can't I set shadow type for instance?Īnyway, sometimes I think to myself, "I'll see what other Unity games did." Almost always, they didn't. Next problem is that most, but not all, of the graphics options that you can change with Unity's Quality Settings system are available to change via code. Personally I'm detecting that a dropdown is open and disabling anything that might be underneath it while it's open. Why is there no way to consume clicks.?Īnyway, you can work around it in various ways. As in, if you have a dropdown covering a button, you'll click through and activate both. Unfortunately Unity provides no way to consume clicks. That's fine - that's not a limitation in what you can do, just in what's already done. I find it quite interesting to see how other Unity games solve or work around the limitations.įor instance, Unity has no Dropdown/Combo Box GUI class, so I made one (I needed a more custom solution than what's on the Unify wiki). Limitations which are inherent in the system, at a level you can't access. Unity is a good system, but once you start seriously making Unity games, you also run into some limitations. Here are some really early screenshots of Scraps (placeholder/buggy/missing stuff everywhere): I'm excited about this project because I finally get to play it. I've been waiting so long for someone to make a game like this that I gave up and I'm making it myself. Not to the point of adding needless complexity to the game, like having to wire everything together just obvious things, like your vehicle being lop-sided if you put all your guns on one side.Īll those games came out last century. I want each component you place to actually have a function, and have a physical effect. A car that falls over whenever it corners or only has enough power to fire its guns once a minute. I want to be able to build a car that SUCKS. Awesome! Except it wasn't, because the parts were all cosmetic and any effect your creation had on the car's stats was dubious at best. Later I got a demo of LEGO Racers where you could build your own car from scratch.
A while after it came out, I also played a demo of Stratosphere: Conquest Of The Skies (does anyone else remember that?) where you could build your flying fortress from parts, and I started thinking of a game like the melee mode in I76, but with more customisation of the car itself. I've always really liked the extensive car customisation in Interstate '76. ☆Scraps is a vehicle combat game where you build your vehicle from parts.☆