Great section. I felt that I was left at the end with a couple of questions and unsure if they will be covered later or not, but without them now, just couldn’t quite wrap up Argon Assault into my own MVP at the end, all around Timeline. I would be able to hunt down the answers myself (and maybe that’s useful in its own right too), so I’m not looking for those answers per se in the thread, this is more just feedback as a course student.
Our master timeline consisted of taking off, warbling around the landscape for a minute, nuking all that were in our way.
- What happens at the end, does it just end? Does it loop? Can you choose?
- What if I wanted the player to have control over the start of the timeline, is there a simple way to start on the landing pad and have the player react to a scramble alert/siren, and launch themselves?
- If the timeline loops, won’t it loop back to square one on the ground? Perhaps you can capitalize on this to indicate a rest period between waves (which goes back to the ability to control the launch of the next wave so you can effectively ‘pause’ at this point)?
- Can you deviate or blend from one timeline to another? Maybe then I could separate launch/land from the circuit and blend that into my gameplay in the middle, perhaps Defender style to pick up survivors fleeing aliens on the ground?
I’m sure there is huge scope and this list could go on and on, so with the spiral teaching process there’s opportunity to come back and fill some of those gaps, but probably numbers #1 and #3 I thought would have been appropriate, relevant, and quick enough to include at this point - just my opinion/feedback