First pass at a physics engine for a sailing game I've been thinking of.
Left and right turn the tiller/rudder/whatever it's called.
Up and down changes the rowing speed.
X raises sails, Z lowers sails.
In an actual game, you could sail around between islands, getting cargo (changing mass which effects physics engine), upgrading ship parts, getting food for crew (effecting rowing power), using magic to change wind direction.
It sometimes gets stuck when you're rowing against the wind and trying to turn into it. I'm pretty happy as a first pass. Had to review a lot of trig and diff-eq stuff from college.
-Tumbleweeds you miss will pile up to the left, filling the screen and cutting of your space to move. The game ends when tumbleweeds fill all the way to the right.
-Hit shots without missing to fill your combo meter and get score multipliers.
-Shooting quickly will lower your accuracy. Let the recoil go down to stay accurate.
This game was created as part of Lazy Devs Academy's Basic Shmup Showcase.
I made this game to try and break some of the conventions I often see in the shmup genre. The combo system rewards accuracy over holding down fire the entire time. The low visual clutter aids comprehension, and the theme and setting offer a bit of variety to a genre full of ships shooting other ships.
Consider supporting my game on itch.io.
A huge thanks to those in the forum and discord who have offered advice and help. I couldn't have done it without you.
My first video game. Shoot the weeds. Press Z to shoot. Weeds you don't shoot in time will build up to the left, cutting off your area to work in. You lose if weeds pile up all the way to the right.
Fill the combo meter by hitting shots without missing to get a multiplier.
You can also choose from a cast of characters from movies, tv shows, pop culture, etc.
Basically just more music and sound at this point, and filling out the title screen some more.