:::: MENU ::::

Tuesday, October 15, 2013

Hello again,

I'm not sure what stage of development R.G.B was in last time I posted, so I'm just going to give you guys the whole spiel.

So, basically, the point we are in development is making cool ideas up while programming the ones we have already. Also, by "we" I mean me and Adam. Yes, I let him in on this game because I am experienced enough to take on his crazy ideas. I didn't let him even know about the last one because I needed experience more than a working game. If that makes any sense. Also, if you're wondering where Patrick is. He comes in later if we want to fancy it up a bit. Right now we are using Unity's in engine cubes and other such things.

Anyway, back to the progress.

One problem that I was having was making the light's edges hard. Usually when you put a light into the world it kind of dissipates as it goes outward. This isn't very good for this type of game because we need the player to know they're inside of a light's range when they get into the range. To combat this problem I did a little dabbling in the shader side of things. Now we have pretty lights that don't destroy frame rates. Yay!

The next problem I'm trying to fix is the acceleration of the player when it goes under a yellow light, which is slow motion. The problem stems from the fact that the First Person Controller script wasn't made for going in slow motion. So I have to go in and tweak the script for proper acceleration. It's all going swimmingly, except for acceleration which is still in slow motion. So I'm just going to jack it up while under slow motion effects. Then put it back to normal afterwards.

After I fix that, I have to fix the levitation script so it doesn't let you put stuff through floors and walls and such. Then after that it's just ideas that we have to make up for cubes and stuff. That's when the fun part of making the levels comes in.

So yeah, that's my little report on the whole deal. Now I have to make questions up for an interview assignment

Until next time

0 comments:

Post a Comment

You're awesome for even thinking of leaving a comment...

A call-to-action text Contact us