Radar by bbaf

You are an operator of an Air Defence unit.
Your trusty radar sends a signal every ten seconds.
The signal reveals enemy missiles that fly towards civilian targets you are protecting
Your job is to predict the path of an enemy missile and shoot it down.


Controls:
Click on the spot on the radar in the direction you want your missile to fly.
R - restart
Your missiles always fly from the center of the radar screen.
Please pay attention, there is a cooldown between every launch of ally missile.
Devs:
Vitalii Zavoloka, Mykhailo Novoseltsev
Sound assets:
https://opengameart.org/content/ambient-spaceship-hums by dklon
https://opengameart.org/content/gui-sound-effects-5 by jalastram
| Link | https://bbaf.itch.io/radar |
| Original URL | https://ldjam.com/events/ludum-dare/51/radar |
Ratings
| Overall | 745th | 3.352⭐ | 29🧑⚖️ |
| Fun | 1018th | 2.852⭐ | 29🧑⚖️ |
| Innovation | 551th | 3.352⭐ | 29🧑⚖️ |
| Theme | 447th | 3.796⭐ | 29🧑⚖️ |
| Graphics | 326th | 3.981⭐ | 29🧑⚖️ |
| Mood | 290th | 3.75⭐ | 28🧑⚖️ |
| Given | 18🗳️ | 32🗨️ |
thanks for all the feedback, we really appreciate it!
Regarding the gameplay loop, we actually have tons of ideas on how to vary it, but did manage to implement only basics for 3 days.
First things first, gonna make a small polishing and bug-fixing. And only then move it into the real "post-jam" phase. :smirk_cat:
Stay tuned!
3d props and textures were done by @kumabot, I guess he could share his blender tips and tricks later.
Regarding the scene itself, here it is :smile_cat:



We combine props for the panel and radar and put a few red/blue point lights to emphasize the atmosphere.
Using the 80s TopGun movie as the main ref.


Projectiles are using material with emission to make them more "glowish"


That's all the magic.
------
Talking about timing, in the future we could use some upgrades and modules as a gameplay element to improve the response time/cooldown and make it more enjoyable for players.
Once of ours ideas was to try point-base interception (a bit similar to what you have mentioned).
And compare both of them (point-based vs trajectory-based) with some kind of A/B testing. But unfortunately, we didn't manage to implement it in time.
Still, it remains a neat idea, and hope we will manage to try it in a post-jam version.
Thank for the comments! :heart:
We really need to think hard about the balance between radar spun and missile spawner for the post-jam version. When we are not restricted to 10 sec.
I'm experiencing some kind of flickering on the radar. The dots are fine but grid seems to be flickering a lot.
Oh and also, my missiles seem to explode either way before contact with the red dots or not at all.
Other than that, Great game !
Really cool concept enjoyed it a lot.