We are glad to announce that we implemented a skin system for Fancy Ball 2. Here's a video:
Let us know in the comments what skin you want to see in the game.
Also this week we changed how the gamespeed mechanic works.
Previously all the movement equations were something like:
velocity += Time.delta * gameSpeed * velocityMultiplier;
The problem with this solution was that it didn't work for dynamic body physics (I'm using Unity).
I soon realized that Unity has something that can help me. It has Time.timeScale.
My initial idea was to make all the movement independent of the gameSpeed and to just assign to Time.timeScale the value of gameSpeed.
In my case the maximum value of gameSpeed is 10 so... that solution didn't work really well as it was causing lag. I had to think of another solution.
I found a solution that combined both the solutions above.
I just multiplied maxSpeed to all the movement equations like so:
velocity += Time.deltaTime * maxSpeed * velocityMultiplier;
And then what I did was assign Time.timeScale the value gameSpeed / maxSpeed. Something like:
Time.timeScale = gameSpeed / maxSpeed;
And that is pretty much everything for this week.
Thank you for following the development of our games.
This could have real addiction potential. Feels juicy as shown, could use one more subtle visual layer to make it pop. (for instance, dim or blur current frame + local follow lighting) or perhaps introduce normal maps to your art pipe and render your quads with an animated light transform. Might give a 'screen sway' of sort. The other thing I'm thinking is a gental screen bump when the ball bounces to give it a little more life. Very good.