So we’ve been off to a bit of a rocky start, with real life interfering a bit with the progress. Fear not though! For we shall come back tomorrow with stronger and faster progress!
Bill has been hard at work setting up shooting animations and it’s particle/lighting effects today, and also realigned all pivots for the dungeon tiles to center properly on the grid. He added a basic mouse controlled movement system in Playmaker too.
Petur, our second guy on art, started modelling the outdoor start area, where you’ll emerge from the crash site of your spaceship.
I really wanted to get the generated dungeons properly tiled. This isn’t trivial, as it would be if walls were full top-down 2D tiles, like an # ascii character, for instance. Instead, our tile-set requires four different types of wall corners in addition to the straight wall. We also need to take orientation into account. It becomes a task of pattern recognition and special cases… and this kind of stuff takes time!
At the beginning today, the dungeon looked like this:
Now it looks like this:
We had hoped to get the generated dungeons fully tiled today, and have our character running about and explore them, but couldn’t quite reach that goal. Fingers crossed for a more eventful progress-report tomorrow!