Wednesday, 20 February 2013
Level Order
In this game, there will be 4 stages. At the start there will be an opening stage which will lead onto the first stage, Dawn Winter. Then comes (in this order):
Rocket Spring
Hard-Wired Summer
Farewell Autumn
In Dawn Winter there will be 8 stages.
Rocket Spring
Hard-Wired Summer
Farewell Autumn
In Dawn Winter there will be 8 stages.
Circle..
Decided to make a little Gif after making the 'C' key steady the main camera..
Click on the Gif if it doesn't repeat.
Tuesday, 19 February 2013
Now with 10% greater chance of particle Poisoning!
After what I should recall as 3.5 hours of annoying settings, I finally got a box spawner up and running!
The good thing is that the particle system bases itself upon the object mesh. So I could pretty much spawn spheres and have the particle system shaping a sphere!
The good thing is that the particle system bases itself upon the object mesh. So I could pretty much spawn spheres and have the particle system shaping a sphere!
Monday, 18 February 2013
The Faulty Cube Live in Action!
This is what the Faulty Cube is going to look like:
As you may see, it will be a slight Easter egg in the game. Here is a closer shot:
As you may see, it will be a slight Easter egg in the game. Here is a closer shot:
Sunday, 17 February 2013
Cube Vision
I decided on making it so that you can see boxes even when you can't see them.
I want to have them blurred when out of vision. Here is what happened when I tried to do it:
Smart Guide System
After a hell of a lot of trouble trying to figure out how to make a target which orients to a surface, I eventually ditched the idea and went for the guided target system. I got the death system working (simple case of trigger rather than collision) and I solved a problem where you can see through a surface and the gun goes through an object by faking two cameras. As you can see in the incredibly laggy video below, the blue boxes don't go through the death box. Here it is:
Wednesday, 13 February 2013
Textured My Gun!
I used some of the special hard surface shaders to aid me through the texturing process.
You'll notice the gun looks quite dusty. I really want to have a great contrast
in a really clean testing area but the gun looks really dusty.
I'm going to try do a script where every one in one hundred cubes you spawn, you have a chance of spawning a faulty cube (A cube with greeble).
I think it will be like an easter egg although I know it is a terrible thing to be thinking about easter eggs at this early stage of game development.
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