Milestone 2 is done!
Work already 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
New Work completed:
Transitioning from platformer to shooter – Original / Based on C4 Demo
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
For Milestone 2 we have a player that can run, jump and now shoot. The Player also has something to shoot at as enemy monsters, currently represented in game by white donuts, spawn at a constant rate from the “death wall” and seek the player. These monsters can be shot and do die in an explosion of green blood. As of now they don’t do anything to you aside from collide with you, but in the future we will have them hurt you and slow you down. The Hallway can now procedurally generate to an infinite size correctly. We have also incorporated 12 different kinds of hallway segments for the player to run through.
Features Remaining :
Generating Hallway Lighting
Interacting with mounted gun
Speeding up the game over time
As the length of the game increases, the player and horde speed
increase proportionally
Complete procedural generation and reset 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
Bottlenecks that are no longer a problem
Trouble reseting the “death wall” and the player upon player spawn at the same time
Broken world models giving us bad hallway configurations.
Current bottlenecks
None to be had.
Tuesday, February 23, 2010
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