A long time between blog updates due to the festive season. Rest assured that a lot of progress has been made!
|
Creating an ice cube with circle burst snowflakes |
- Light sources have been added to the editor. Each square can have up to 3 directional lights plus ambient light. This takes the look of the game to a whole new level.
- Dynamic in-game lights. So far, I am only using this for doors. They have a red light when locked and a green light when unlocked.
- Circle-burst particle effect. Rather than have a 100 random particles, which looked like crud, I now use expanding rings of particles, such as fire for explosions and snowflakes for ice. Looks a million times better in my opinion. Plus it gives the game that retro look that I am after, rather than being uber-realistic.
- High friction tiles. Nothing can be pushed/pulled onto them, and anything on them cannot be pushed/pulled. I use them to surround my push puzzles to stop cheating (by pushing blocks off the puzzle).
- Player now takes damage and dies.
- Village levels are now starting to take shape.
- Doors are now unlocked by push puzzle triggers, where appropriate and relock when appropriate.
- Ice now melts over time
- Ice can be pushed into enemies for massive damage
- About a bazillion things under the hood
The development is starting to transition from game engine development to level design. Having said that, there are still quite a few things on the to do list for the game engine.
This morning work started on a 3D map selection map (for want of a better name). It something that requires little effort, but will look brilliant and will add that extra layer of polish.
|
Multiple light sources but still using BasicEffect |
|
Circle burst explosion of an eyeTank |