Jump to content
  • Advertisement
  • entries
  • comments
  • views

Snake - Traps and Visual Enhancements - Cut-scenes Next!



Since my last update, I've added dangers / traps to story mode.  I've also added some minor visual enhancements, and have rough versions of the first three levels of the story mode campaign.

I figured I'd release an early alpha version of story mode at this point, which you can find here:  https://github.com/ryantherileyman/riley-basic-games/blob/master/garden_of_eating_story_alpha_1_2_0.zip

Currently, the levels are actually in reverse order.  I only did this because it made it easier to jump into the most recent level I was working on for play testing.  So for anyone who tries it out, just know that the levels get progressively easier, instead of harder. 😅

You can even try your hands at creating your own maps and levels.  The story mode wiki page explains how to do so -- all you need is a text editor, and basic knowledge of JSON.

The screenshot below shows an example of a spike trap hurting the snake.  The snake's eyes now turn into "X"s momentarily when taking damage.



And this is a screenshot from level 3 of story mode.  Each level gets progressively harder in some way.  This can manifest a number of ways:  faster snake speed, more barriers, food spawning patterns that encourage the player to wrap the snake in on itself, or traps.


I also added text that floats and fades away when the snake eats a food item, showing the scoring information.  Players get bonus points if their path to the food was as short as possible..


New Features Identified

From my GitHub wiki page on story mode, I've identified a number of features I'd like to work into story mode.  Most of these came to me while designing the first three levels.  Lots of "it would be neat if..." moments!

  • Additional triggers for spawning food or traps.
  • Triggers for custom sounds to play.
  • Triggers for dynamically changing the barriers on the map.  (Lower priority)
  • Show a scoring summary after each level. (Lower priority)


Up Next - Cut-Scenes

As I get further and further on level design, I was really feeling the importance of getting support for cut-scenes into the game.  I'm at that point now where I'll be tackling it head-on.  The new feature above "triggers for custom sounds to play" is intended to complement the story telling aspect of the game, and is something I plan on tackling alongside cut-scenes.  You'll be hearing a narration of sorts when certain things happen.  Fun things ahead!  (I hope not just for me, ha! 🤣 )


Recommended Comments

There are no comments to display.

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
  • Advertisement
  • Blog Entries

  • Similar Content

    • By RoKabium Games
      Each upgrade shows the amount of items and energy needed to build that component. This number of items will count down as you find more resources while mining. A green tick means you have enough items of a specific kind required for that upgrade. When you have all resources needed to build a specific upgrade a yellow dot in the top right corner of the icon will appear.
    • By Harry Loretz
      Hello everyone, 

      I appreciate any help i can get. So i recently started getting this message listed bellow in visual studio when i would compile any game i have for UE4.23.0. 

      1>EXEC : [1/28] error : Unable to create child process
      I have no idea how to fix this, and also i really don't want to have to set all the classes again in a new project.

      Second thing is that i can not move my Character on the Sever when testing multiplayer after adding "Role = ROLE_Authority" to sections in an AI Tracker bot class that i created as a part of Tom Loomans Course on Udemy. I am not following Tom Loomans course 100%, Do i need to add sever implementation to my character because i am using different movement code then what Tom uses? I Am happy to share some screen shots if needed. 
      Please help, thankyou for your time.
    • By rgaule
      As the title says, looking for a SMM / Promoter for my hobby project.
      Project is nearing completion, your job would be to start generating buzz & bringing in views via Twitter, Instagram, Facebook, Forums, etc. Lots of material for screenshots and screen-recordings.
      Twitter account currently has > 50 < 100 followers
      IG sitting over 1,500
      If interested, please DM and I will share project website more details.
      Looking for someone who can post minimum 4-7x week across main social platforms.
    • By XenahE
      Hi there, 
      I am new to this forum and wanted to say hi first of all. 
      Secondly, I am in the process of creating a vertical 2d shooter using the assets I am creating on photoshop and illustrator. I want to put a scrolling parallax in the background to give the illusion that the player is moving forward (similar to Skyforce Anniversary) but I am not sure how best to create the graphics in terms of the document size etc. I have used a scrolling parallax before using a 3D game object in unity and wrapping a background to it. This works fine for a repeating background but I would like mine to change throughout the level. 
      Has anyone got any experience with doing something like this?
      Thanks in advance 
    • By RoKabium Games
      The red hued resources you can find in SAMA is mostly on the pink and brown side of red, but the Quarky is as bright and deep red as it comes!
  • 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!