Core Transport by Clayton Does Things

[raw]
made by Clayton Does Things for Ludum Dare 46 (COMPO)

Core Transport is a game where you have to transport the core to the goal while keeping it safe.

I had a lot more planned for this but I had to do school work on the first day. Almost everything is in place for new features but id didn't have enough time. I planned, motors, hinges, Part health, enemy AI, and interesting maps. Those things didn't happen though. I hope you have fun playing this preview!

What to do when you hit play: * Exit play mode with TAB to go into edit mode where you can attach parts to your core * Select a snap point on a part with left click and the click a snap point on the core (only on bottom) to being placement * The keys right next to WASD (RTYFGH) can be used to rotate a part to a valid placement * Press enter to place * The rockets are currently the only part in the game that can propel you and are controlled with W in play mode

Known bugs: * Rotating feels a bit weird * I'm not sure whether it would be better to align the rotation with the player or the Core. For now, it's aligned with the core. It may just take getting used to. * I would have preferred numpad controls but I know not everyone has a numpad ;( * Game lags and things break when you go to level 2 * Doesn't happen in the editor so pray for my sanity * If you want, you can try the old build: https://github.com/clay53/Core-Transport/releases/download/v0.1.0-alpha/Windows.zip

Changelog: * 0.1.1 * Siwtched from HDRP to LWRP to make compatible with other platforms * Fixed magic quantum bug that only appeared when not observed and when you switch from HDRP to LWRP

Ratings

Overall 1069th 2.391⭐ 25🧑‍⚖️
Fun 1051th 2.261⭐ 25🧑‍⚖️
Innovation 706th 3.065⭐ 25🧑‍⚖️
Theme 1072th 1.935⭐ 25🧑‍⚖️
Graphics 1030th 2.152⭐ 25🧑‍⚖️
Given 20🗳️ 22🗨️

Feedback

🎤 Clayton Does Things
20. Apr 2020 · 01:19 UTC
It's not letting me put in my download links.
edit: good now but can't delete
PatateNouille
20. Apr 2020 · 19:07 UTC
Really nice idea even though i can see you ran out of time, would love to see more of it ;)
CodingNinjaJoas
20. Apr 2020 · 19:09 UTC
I think it's a really nice game idea, it is a little hard to grasp at first tho.
🎤 Clayton Does Things
20. Apr 2020 · 19:25 UTC
@patatenouille Thanks, haha. Yeah, I had a lot of problems getting Unity's physics to work properly. The second level and the win screen was made in the last 20 minutes. I had a lot of schoolwork to do last week so I missed the first ~20 hours
blabberf
20. Apr 2020 · 21:24 UTC
It was pretty difficult to wrap my head around what was going on for a while, but once I figured it out it was a pretty neat concept to play with.
WoooWooo
20. Apr 2020 · 21:55 UTC
Never quite figured it out? I keep getting invalid placement and WASD doesn't seem to do anything in play mode? Would be cool if you post some more tips for playing in description, but maybe I am just missing something obvious...
🎤 Clayton Does Things
20. Apr 2020 · 22:39 UTC
@wooowooo I added it. I inteded for a more tutorial-like setup at the beginning but ran out of time.
Chez3
20. Apr 2020 · 23:00 UTC
The game was hard to control and I didn't understand what I was supposed to do.
WoooWooo
20. Apr 2020 · 23:22 UTC
Thanks @clayton-does-things rotation was a big help, and I now have beat first level and almost made it over the gap!
dasilvacontin
25. Apr 2020 · 22:17 UTC
Very confused, didn't understand how it worked. Didn't read, but I don't think it should rely on external text. Didn't vote.
Team-on
25. Apr 2020 · 22:44 UTC
It's really hard to get into how yo play, you definitely should explain it more.
For anyone who also stuck - it's a plain-building game, where you can place blocks and engines(looks like crown) and use engine thrush to move forward.
Also level 2 really drop down FPS, looks like it's because all snap points become visible
Team-on
25. Apr 2020 · 22:48 UTC
Oh, you already write this. Sorry, I always skip description to avoid spoilers)
Maybe rotation bug related to kind of *gimbal lock*. Or if you use *transform.eulerangles* it sometimes returns different angles, that give same rotation. e.g. if you rotate *X* by *-180*, it will set *Y* and *Z* to *-180*
Chief141
26. Apr 2020 · 07:07 UTC
It was really nice to play it. and yeah it was hard like really hard.
Hakro
26. Apr 2020 · 13:52 UTC
Unfortunately, I haven't been able to figure out what to do. Most of the placements are invalid, and if they are valid, not sure what to do next, sometimes pressing enter just make them fly away and down into the void.
Odd1In
27. Apr 2020 · 13:46 UTC
I like the physics based element of the game. It reminds me of Portal 2 a bit.
Antti Haavikko
01. May 2020 · 19:01 UTC
So this was my key to success on the first level...

![rocket.png](///raw/1e4/3/z/33a82.png)

Tried to repeat the same on the second level but the rocket did not propel this time. Dunno if it was some bug or what but the second level lagged like hell. Also all the available control spots were visible as seen on the pic.

The idea was fun and building stuff is always fun but the controls were awkward and complicated as hell. You did this on Unity so I'm guessing you know how to move, rotate and scale stuff there. It's the tried and true way, intuitive and been like that in like ever 3d modelling program since like forever. No need to try to re-invent the wheel, just try to do a similar system. Then you could just detect when pieces are close enough to each other and snap them together automatically.

Or since you had the first person controller there, might as well just let it pick up and carry stuff. Then detect collision with that piece and when it's touching something add option to glue it to what it's touching with a button. :tada: Ez pz!

And the play mode should still stay on the same "character" and should just have some other button to start the rocket. Would have made the two modes more consistent and improved the flow. Or maybe wouldn't even need to different modes if done like this.

But yeah, should have also added the info about the rocket to the actual game and all around improved the instructions.
xart2012
04. May 2020 · 03:22 UTC
good idea, but needs more polish.
* if core moved or turned, you can't turn it back
* strange connection point's on core and i can see it only if aim with mouse
* if you fall down, you need to restart everything!

etc ...
dkviplounge
12. May 2020 · 22:00 UTC
I think there's a cool build-your-own machine/contraption mechanic hidden in here somewhere but the controls, instructions, and feedback was so obtuse I couldn't get very far before getting frustrated and giving up.