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Level select - Unpolished, but working! |
- The level select is now 90% coded. Just need to lock/unlock maps as maps get completed and change how locked/unlocked/completed maps look on the map. Also need to design select maps for the other 2 areas.
- Started adding sound/music. Makes a HUGE difference to the feel of the game. It now feels like I am playing a game, not just running code (if that makes sense).
- Started work on a new map called "Area 15". Its my version of Area 51 from the Indiana Jones movies. With a little surprise for the observant player.
- Started fleshing the story line out a bit more. This led me to put a bit more thought into the goal of each map...
- LABS - Tutorial maps. Map goal: Puzzle solving. Ultimate goal: Escape labs.
- VILLAGES - Put skills learnt in LABS to practice. Map goal: Collect all the idols. Ultimate goal: Get into volcano.
- VOLCANO - Map goal: Find pass cards (ala Impossible Mission, perhaps?) Ultimate goal(s): Revenge? Escape island.
On a more personal note: My confidence is building. I still have a metric crap load to do, but I can see the light at the end of the tunnel. I have enough of the game engine done that I can concentrate on level design and worry about the nice-ties (animation, enemy AI, sound, etc) later.
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Area 15 - High view angle. |
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Area 15 - Low view angle. |
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