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Darts on TGB

by Joe Hanson · in Game Design and Creative Issues · 10/02/2008 (9:48 pm) · 2 replies

Guys I've been thinking about this for a while now, I'm just a hobbyist and not an expert. But I can't seem to think of how I would approach it. I've already drawn all my assets, but I can't think of a way on how to make a darts game on TGB.

The game will be like pseudo fps so you use your mouse to position the crosshair so to speak, then you'll press the spacebar to set the strength of the throw. I can't think of how will TGB determine that the dart landed on on a specific score on the board. I'm really lost. Can anyone please help.

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  • Darts on TGB

  • #1
    10/03/2008 (7:56 am)
    Off the top of my head, what I would do is look at something like Virtual Pool. It had this great game mechanic where you used the mouse as the pool cue, and you could move it back and forth for the shots. This way, you could hit the ball softly, or really hard, and it was all in the physical motion of the mouse. Now, if you applied that to darts, you could make a quasi-physics model where you would calculate some kind of parabolic path based on that same kind of mouse movement that would look like the throw and release of the player's "dart hand". This would put the error back in the hands of the player, and make the game a little more physically interactive.

    I'm not completely sure how well that mechanic would work, but it's the first thing that popped into my head. Hope it helps.
    #2
    10/03/2008 (11:43 am)
    As for how you actually make the dart move, I'd just use a simple physics equation which gives position with respect to time. You probably won't need complex stuff like drag, so no need for differential equations. Each update, you simply check whether the dart has passed a certain range, and if so, grab itsx and y positions to determine where it hit.