This has been a very productive week for the team with a variety of major improvements and mechanical tweaks making their way into the game. The new plasma barriers have now been incorporated into the game and act as the electric fences with the exception being that they kill the player upon contact. The players death animation has also been implemented into the game and is triggered when killed by plasma fences or turret bullets. Some of the players facial animations have also been added to the game such as the “wind face” when using the helicopter hand. The glider levels have also been improved by creating a new floppy drive pick – up which can be used on the glider sections to guide the player in the direction that they are supposed to be following. It also gives the player something extra to do whilst flying on the glider and provides a slightly harder challenge. The respawning of the player has also been improved to use a circular, cartoonish styled screen fade before respawning the player at their previous checkpoint. This works well as it helps to hide the player model from teleporting to their new destination and provides more feedback to the player when dying. Other than this, we have now also implemented asynchronous loading between scenes into the game. This simultaneously loads the next scene whilst a screen is displayed to cover the view of the scene from loading. This stops the abrupt loading of scenes, which previously existed and caused the transitions between scenes to appear jarring and sudden. This level transitioning has also been paired with a new screen fade that fades the screen to black before loading the next scene, providing a much smoother transition. This loading screen now also features a loading bar that gives the player an indication as to how long the game will take to load. The following week will be a busy one as we prepare and finalise our build to show case at Armageddon on the weekend.
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