Death Spinners development
I then set to work creating a system for the weapons to move around the player. They would have a rigidbody, and the velocity would be set to 5 every frame. Right after the move, the weapon would Transform.LookAt() the player it was “attached” to.
Note: If you are using the XY plane, be certain to set the worldUp variable in the LookAt() function to negative Z. Otherwise you get some weird effects.
Since the weapons worked, and the players died, all I needed to do was make them respawn! Then the game would be effectively done! I gave the player objects a respawn script, which chose a random spot in the map, and would Instastiate() a new one. They would often die immediately though, since they would often spawn right on weapons. I made a simple animation out of squares, and used animation events to delay the spawn about 2 seconds. Honestly I don’t know why that helped, since it doesn’t change any of the odds, but it did work, so I won’t question it too hard.
The game is fast paced, and difficult as all balls. Most of my friends beat me at it consistently. That’s how I know it’s good, I’m never competitively viable in the really good games.