Jump to content
  • Advertisement
Sign in to follow this  
  • entries
  • comments
  • views

Wooa... lef..., no... right.... no... LEFT LEFT LE

Sign in to follow this  


I added some more 'environmental' stuff today in the form of plynth1. Each level has a set of classified environmentals the form of which can be altered through the event script.

In my first test I had quite a short release delay which meant that the level became quite crowded. Now, this is clearly too much for an early level but might be nice for a later level. It however did show the need for some kind of visual feedback system to alert the player they are about to bump into one of these environmentals.. maybe flashing them red or something. Otherwise when you are looking at the players ship to the left or right its quite difficult to match up whats heading directly towards it. My current thinking on this is to simply raycast directly ahead in an acute cone and mark off the closest to the player

As usual - here's a video of it in action:


Note, the player doesn't collide with anything yet - good job as I would have been dead rather quickly!
Sign in to follow this  


Recommended Comments

Looking great as usual, Byron! [smile]

(By the way, could you scale that massive screenshot down? It's completely destroyed the margin sizes when I view your journal. :P)

Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!