Posted on
Wednesday, May 25, 2011
by thegogglesdonothing
Because even a single level needs some menus, How else are you meant to pause it and leave it without getting killed?
More Info after the jump.
Posted on
Wednesday, May 18, 2011
by thegogglesdonothing
Occasionally I think I may have made my level a bit too big, it's taking time to get all of the rooms filled up with assets and looking good with a clear defined path. There is still much to do and this current version has added more and more to the list of things that I need to get done.
On the bright side, the level has better textures and materials now, with things looking more metal, more shiny and more betterer in general. As far as scripting goes, I still need to get some AI into the level, make the tutorial messages pop better as well as add a distinct end to the level, maybe a tasteful fade to black as you enter the train at the end...
For weapons I will aim to get at least 2 more into the game before I make the final version for the summer show, one of these will be a rocket launcher and the reward for taking the more difficult route through the final part of the level, compared to having an easier time but less explosions. Weapon positioning is one more thing I need to consider, this means playing more games, something I'm not gonna complain about, and take note of what weapons are placed where on the screen and where the crosshair for that weapon appears and how it behaves (raycast from the camera, raycast from the weapon etc.).
New version can be found
here
Things not explained in game;
Tab to change weapons
R to reload
Esc to get the mouse back
Handy hint: Explosive barrels may or may not destroy doors.
Posted on
Thursday, May 05, 2011
by thegogglesdonothing
After my motivation went AWOL over the Easter holidays, I have decided to get back to work without the bastard and start on the second iteration of my level.
This iteration features brand new walls and a new level layout, with something more than other games offer nowadays.
A T junction and a choice of which way to go next, and maybe a puzzle.
I know, this may be a shock to those of you that have gotten used to the FF XIII levels of linearity there has been in games not to mention that very few shooters have puzzles in and before you say anything, no Portal does not count towards the puzzles in FPS count.
The way the levels stands is thus, most of the scripting has been completed, its just AI and a few odd things left to make, like weapon pickups. After spending a few days figuring out how to make the wall parts work and 5 iterations later, they're pretty much just textured planes, yep, just that simple.
No Unity link this time, soon hopefully, probably only just a walkaround of the barebones level (without any pesky holes you can fall through, maybe) but a start on the final stretch nonetheless.