Milestone 1 is done!
Work completed:
Player Movement
Running and jumping
Player Death from moving wall
Wall to later be replaced by the horde
Procedural Generation of hall way which the player runs down
Currently we have a default player model running around and jumping in a procedurally generated tunnel. Right now we don’t have a working tunnel end or door sections. We also don’t have correct zoning yet so we only build our hallway out to some predetermined number of blocks. The procedural hallway generation selects from a series of hallway blocks and places them one after another.
Although it will eventually be replaced by the monster horde we have a moving yellow wall that kills the player on contact. After player death the wall resets and so does the player.
Features Remaining
Generating Hallway Lighting
Transitioning from platformer to shooter – Original / Based on C4 Demo
Interacting with mounted gun
Firing gun
Able to shoot enemies
Procedurally generating a hallway with proper zoning / portals
Enemies
Spawning enemies from the horde wall during shooter segments
Simple AI – seek player
Die when shot
Speeding up the game over time
As the length of the game increases, the player and horde speed
increase proportionally
Complete procedural generation of hallway
Platforming obstacles in the hallway
Airlock segments
Timed doors
Dynamic lighting
Dim / remove lights as the horde approaches them
Additional Desired Features
During platforming segments, have the camera from the position of the
horde and not the player
Particle effects for the horde wall
Microphone integration
Traps
New environmental sources of player death
Current bottlenecks
We’re currently working on refining the reset of the game on player death. Currently, when the player dies, we’re teleporting the “death wall” back to its original position. However, this occurs regardless of whether the player has respawned or not. Thus, if the player doesn’t respawn immediately, the wall will have moved past the player’s position in the hallway, effectively blocking the player behind it.
We’re also waiting on fixed versions of the world files from our artists. While they have already provided us with a secondary set of environment assets after the original set had facing problems, the new set does not have consistent orientations. Thus while we can place many hallway block pieces into our game, some of the pieces are backwards, making it impossible to progress past them.
Friday, February 19, 2010
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