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Found 5 results

  1. I was playing Project Zomboid the other day when I realized something, whenever I hit a zombie I would lose way more speed than I should. Then I started testing. Going 90km/h in an unloaded, 100% condition van hitting a single zombie would cause the van to lose 22% of it's speed, ending up with around 70km/h. I then did the math: If the average van weighs 1984kg and we suppose that the average zombie is 56kg (14% loss of 65, average human weight, due to decay), the van should have a final velocity of about 88km/h. So, car collisions should be tweaked so cars lose a more proportional amount of speed.
  2. Hey there, everyone! First time poster here. I've been working on a tiny physics puzzle game (two thirds response time, one third brain teaser) for a while now and wanted to hear everyone's thoughts. Here's how it goes: you swing your paddle left and right in order to push the pieces towards the evacuation shafts, gaining some of that precious little time before the play area inevitably spills and it's game over. There are power-ups you can collect, and many other parameters you can tweak. And, of course, there's multiplayer, but only locally for now. Hope you'll give it a try. You can now get the full game on itch.io: https://mechanicalink.itch.io/reaction
  3. I'm an indie dev working on "Mammoth Gravity Battles", a 3D turn based strategy/artillery game for multiple platforms, similar to the classic gravity wars/death star battles. Its going to have four player pass-n-play battles, a story/campaign mode, multiple weapons and destructible planets. I'm very excited about the progress of the game, its coming on nicely. Webpage: www.mammothgravitybattles.com Facebook: https://www.facebook.com/MammothGravityBattlesIndieDB: http://www.indiedb.com/games/mammoth-gravity-battlesTwitter: https://twitter.com/SpaceMammoth
  4. Hi guys! My name is Joni Kuusisto and I work at Rockodile Games. We have a new game out now and we would really appreciate it if you guys could check it out. The game is called Rescue Co. and it's a space themed sidescroller with a physics engine. The game is F2P with an IAP system. You swipe the character on the screen trying to navigate through rough terrain while staying in the safe zone. You save passengers from crashed spaceships and try to collect ScrapMetal that works as the currency. You can upgrade various aspects of your character in order to progress faster. Screenshots: KtKMTCB1amnjtUK4qbCmR45TxkdwNcwOaZ_Uj1OPiwniAg8YX7QSfk-ICC14MTF0kg=h310 wwPpgjiH0CF91jawtMLjqIpnfpi9JY2aiHXV0ooKHTd9OEN7fFcfvA1fqzRQjTJfIwYV=h310 Trailer for Rescue Co. App Store Google Play We are truly grateful for any feedback you guys can give us. Hope you like it! Joni Kuusisto Twitter: @RockodileGames Facebook: www.facebook.com/Rockodilegames
  5. The Problem Bodies of water are dull and almost unrecognizable as water. They are static, produce no ambient noise and have no glint or shine that differentiates it from the land around it. How Can the Game Improve in Respect to this Problem? Better water textures. Give water a flow and current. Maybe even a subtle shimmer.Waves. No matter what size, waves make bodies of water instantly recognizable.Audio and proximity. Allow players to detect when they are near a body of water by slowly fading in the sound of flowing water . Does it Make Sense for the Game? Bodies of water would become important for the player to be aware of. The sound of flowing water can muffle or block out the sound of an approaching zombie. Trash and useful items would wash up on the shores of rivers and lakes. Is it worth the time and effort to develop? The game seems severely lacking in giving movement and "life" to the game world. More dynamic and visually appealing bodies of water would give the game world more "life" and would also make the player more aware of them.
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