Complete Level Generation and First Custom Art Added


Last update I was questioning whether I would be able to keep the whole game in a two-tone style with black and red. Well I had a discovery almost immediately after writing that post. Previously, I was using a custom shader to  clamp all color values to either red or black. I found that if I just turn the scene lights to full red I get a cool monochromatic color scheme without any fuss. This is instantly more readable to the player and still keeps an aesthetic that reflects the original design. 


I also placed in some rock models I made quickly in Maya. These replaced the basic cube walls and obstacles that spawned before. Even though it's a while away from a final art pass it is already a significant improvement. I also created a menu screen with a little script on the "eye" placeholder object I have so that it follows the cursor around the screen. It's a small thing but I really like the effect.


That's if for the art side of things; now on to what's been updated behind the scenes. I spent a good bit of time creating the obstacle spawning code that spawns the rocks the player has to avoid. The game is created in chunks at a time. Each individual level chunk has  a script that spawns x number of rocks, each with a random position, rotation, and scale. I also used a handy bit of code from Matt MirrorFish that neatly explains how to combine meshes as you spawn them in. So after, say 10, obstacles are spawned in a level chunk, they are then combined so that I have effectively only  added one mesh to the level. This is a pretty significant improvement especially as I will continue to add more features. 

The next thing I want to implement is the little devils that will throw their pitchforks at the plane. I think this will really add some interesting choices for the player as the levels are created. I'm excited for this one.

Files

Test_24.zip Play in browser
Aug 24, 2021

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