Monthly Archives: August 2013
The word of the day is Random.
This is what the levels are going to be in Super Mega Mega.
The initial intention was to create hand crafted levels with a story flowing through them. Instead now it’s going to be a randomly generated cylindrical level and story elements will be woven into the game play without directly controlling the flow.
A couple of games out there are already doing the randomly generated level thing… (not just a couple… lots) so it’s not an unsolved problem. I don’t see there being too many problems…… but I’ve been wrong before.
The first thing to do is adapt the current level editor structures to allow me to create the smaller level building blocks to use in the generator. I think this is the way Spelunky handles the problem and it should be a good fit.
I haven’t decided on the blocks/level dimensions yet. It’s a bit hard to decide until I’ve tried it out a bit. The nature of the 360 degree levels means my first try might not work at all. It’s just a matter of giving it a go. Time to code up the system and plug some numbers in with some test data and see if it makes a decent level.
Needed to make a better logo so here’s a new revision: I haven’t decided if it’s the final yet.
I took a little development break this past couple of weeks, mainly to prepare for the birth of my new kid (it’s a boy yay)… but I’ve had some time to start getting back into some work…
– One of the problems I noticed when using ray casts for the “Is the player looking at something?” test seems to be it’s high accuracy. Most of the time the player is not actually looking directly at their desired target and it’s not obvious why the it isn’t being highlighted or it can be frustrating moving the head around to try get the exact positioning.
I’m trying to ditch the ray casting and use the Unity trigger system to filter out the objects that enter/exit/stay in players view. First tests say it will work well. The technical parts work fine this way (so did ray casting) … but now there’s more room for a fudge factor to play with. Previously I would have had to cast a bunch more rays to try and get a better indication of what the player could possibly be looking at. I won’t know for sure until I get some more play testing done.
– A quick improvement for the demo is to make the player character visible when behind blocks….. adding this will greatly improve the playability in a few of the parts of the game. It will also mean I don’t have to worry about hiding the player as much. Could also maybe use it for enemies and things.. dont know yet.
– The game still needs more VR specific game mechanics. I’m experimenting with a few different things still. I’ll have to add them in for the next play test for sure.
out!
-Ryan