Afterwards


I was not given any feedback for this game (I've checked my emails and the grade section in Harvey). That said, I probably have a reasonable understanding of how the game went. My mechanic of locational damage reduction (hitting "light armor" and "heavy armor" spots) worked, but not perfectly, instead of being situationally complex, the best option was almost always to swing from the left when with health to spare, and stab forward when in danger of dying. It was almost never optimal to swing from the right since (for the sake of realism and programming efficiency) all enemies were right handed, holding their shields with their left hands/arms. Also, the hitbox on the weapons was fairly large, and striking armor was determined by coming in contact with ANY section of the armor, even if it was only by a pixel. I probably should have decreased the size of armor hurtboxes, but I don't think that would have fully solved the problem. That said, it still turned out to be pretty cool. This mechanic is probably what I've "learned the most from" and "most proud of", but that's probably just because I spent so much time on the hit collision system. I think the most useful specific thing I've learned is that apparently there is a command to set the position of something while still accounting for collisions with the attached rigidbody. I wouldn't change too much if I was to go back and work on it. I'd mainly just add more content. Admittedly this game isn't very educational since the educational bit is for the most part implemented as walls of text, but I did try and implement the gladiators in a way that might help the player remember some specific things about them. For example, I gave the Thraex gladiator the ability to pierce heavy armor, just as they would have used their bent swords to reach past their opponent's armor in real life.

Files

GladiatorBuild.zip 34 MB
Mar 27, 2021

Get Ring of Mars