Showing posts with label The Fall. Show all posts
Showing posts with label The Fall. Show all posts

Monday, March 19, 2012

Movement and Style

Movement is now way cleaner. There was some rounding error which had caused movement to be jumpy and imprecise.

I have also added a debug console so that I can easily see what exactly is going on.
Awesome screenshot of nothing!





















Next weekend I will be doing the MolyJam! So expect updates about that.

Sunday, March 11, 2012

Back end work

I did some backend work today. Level objects, object objects, lists to keep track of the the ui layers. All that fun stuff!

I have come across a bug in the movement. Due to a rounding problem the player can only move in 8 directions. That is on the to-fix list!

Wednesday, March 7, 2012

The Fall: UI Layers

The movement in The Fall is going to be simulated by the things around the player and how they move.

Objects on screen one are going to be purely background images. They will be 40% transparent, mostly very small and move at half the speed of the player to simulate objects long distances away.

Objects on screen two are physical objects moving at 70% the speed of the player. They will mostly be area rocks and shadows. They will not be able to interact with the player.

Objects on screen three are the physical objects the player will be able to bump into. There speed will be constant at 100% the speed of the player.

Objects on screen four will be the enemies and the player. There movement speed will be "non standard".



"SEAMUS! Why are you putting so much time into talking about how things are going to be drawn to the screen and move once there?" The answer to that question is simple. This game needs a sense of scale and movement. As it is a 2D game the easiest way to do that is to have a very defined speed to the objects and way of interacting with those things!

Also, my xbox RROD. I mad.

Sunday, March 4, 2012

The Fall: Launch Post

I'm creating a game at the moment targeted at touch screen devices. The core gameplay will be around using rhymetic set of gestures ti avoid a set of objects coming up from the bottom of the screen.

The current plan is to use moving background images and opponent movement to simulate that the player is falling.

I would love to use gameplay elements similar to audiosurf where opponents come in sync to the rhythm of the music.

Obviously in something like that the movement of the player is key so I worked on that today. See this screenshot!


















Ta Da! Nothing!