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Story: 60, Challenge: 0.

Saturday, December 29, 2012

Tunnels and components infrastructure



I've started laying down the foundations for real graphics. The first (of many, many steps to come) was to add "tunnels" between portal entrances and exits. The tunnels are currently represented by lines, but once the line texture is replaced with an actual tunnel drawing it should look OK. The tunnels are created somewhat randomly at the beginning of the level. So that each time you load a level its tunnels are slightly different. This has no effect on gameplay and is just for the visual sake. Tunnels may overlap and intersect freely (if more than one portal pair is present in the level). Right now they look like this:

On an unrelated note, I've recently come across this article, and the problem described in it was one I know all too well. So I've taken some time to implement the components architecture it mentioned. Turns out it was rather simple to implement. Right now I don't think I'll refactor pachinguys to use it. In terms of functionality and gameplay pachinguys is very nearly done, so my benefit from refactoring would be minimal. But I do believe my next project will be based on this components architecture.

Next I intend to focus on creating more levels using the new fan and upside down triangle elements. Keeping in mind the request for more difficult levels I received from my "beta testers".

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