Core Transport by Clayton Does Things
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🗨️ |
edit: good now but can't delete
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
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*

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.
* 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 ...