Over the course of the past two-ish weeks I’ve been working on a new game! While it’s nowhere near playable as a game, it’s still making good progress and is pretty cool to toy around with. I’m putting this out there because even while it is unfinished, I like to nip problems in the bud. So without further ado:
If you’d like to play it to try to break it:
Let me know what you’d like to see, managed to break, or just your general opinion! Thanks
Edit: Noticed a dislike on the game I appreciate the opinion, but with negative feedback, I’d deeply appreciate criticism in order to shape the game in the future!
Perhaps when placing connectable objects (fences, walls) the objects could ‘snap’ together at the sides - then when the player clicks (once) it enables a rotation tool and treats the newly placed object as a sort of door - with the connecting piece as the hinge - and depending where you point your mouse after that turns the newly placed object.
It would be faster and perhaps easier than the classic ‘press a key to rotate’. It may even be easier for cross-platform compatibility.
Anyhow, nice work so far, models look good and simple. =)
Awesome suggestion! My only worry with that is: What if they don’t want it to snap?
Could just have a button to enable / disable it though, so I suppose that’s a simple fix.
I’ll definitely consider that. Thank you for the feedback.
I would do that, but I’d still need a button for mobile use. So I think if I’m going to go the route of toggle-able snapping, I’d use a button. I could also bind a key to the same function, but regardless I would still put a button in for it.
So, in light of your suggestion I created a stripped down private testing place. Here’s what I’ve got:
(Not in spoiler so you don’t have to click on a link to go to video)
I hope that’s an adequate solution, and I can’t wait to integrate this into my current game. It took a minute for me to figure out, but I think it was well worth the work. Thank you very much, again, for your suggestion.
Honestly, really weird (However, the easiest way I could think up) - Set the primary part to an invisible part at each side of the fence ghost. Used magnitudes to determine which side of the previous fence a player’s mouse is closest to. Then used :SetPrimaryPartCFrame() because that treats the primary part’s CFrame as the origin point. I’m sure you could also use some simple lookvector work to do it as well, but this cut down on math on my end.