There is a certain range of size that objects you take may have. The most probable solution at the moment is scaling the whole character depending on a mix of the height and arm's length. And when the torso comes, it will be even more important. What I mean by "stretching" is that not the mesh is stretched (as it is done in other games) but there are actuators inside arms that make them longer.īut this fails when a person is much taller or much shorter. the game can't detect shoulder movement and I could estimate how they do move a little bit but it wouldn't be too reliable and stretching arms work anyway. Currently, there are only arms and they stretch a bit - this is mostly because you can't move your shoulders, ie. Generally yes and I will have to do that. But if you travel between two locations this way, both locations share the same playarea anchor. I think that there is nothing about moving platforms - the basic idea behind that is that you stay in the same place in your playarea, but in the game you move somewhere else. I explained there how the level is generated at the top level (regions, rooms inside regions, how do they connect) and how everything is placed within a playarea. There's a post on devlog about level generation ( ). And there come also messages for AI, so they know if player hits something, shoots, etc. There are few more things that are calculated on the way (eg. Then I just string pull a sound source location while calculating the distance and I end up with a apparent sound source (dir + distance). This way, for each sound source that should be heard, I have a list of portals that are required to get to the source. I build a sound scene by checking each portal and portal beyond portal and so on. Here is a short description, how it works. A level in which some of the platforms are enclosed and every, say three minutes, there is something that can kill anyone in the level (it can be ironworks with molten iron being purred over platforms, a huge reactor or some more exotic stuff, like "evolution chamber" in which there are cycles, there are lots of inanimate objects that slowyl evolve into attacking enemies and at the end of each cycle there is a purge that kills anything not inside safe rooms.Īudio - I will add it to the list of things to put on the devlog. One of the things I really want to have is a ship dock in which you are going under a ship getting a maintenance and you could control some of its turrets. And using the bridge, there is more you can do. A shooting range where you have to get the rythm of shots and fit between. On a wall, where you go sideways and up/down only with huge spiders crawling on that wall you're climbing. Cylindrical one with enemies in the centre or/and around. It's a good idea, thanks :) I have a few other lift based level ideas written down. I haven't thought about having turrets there but it really makes sense. It may require a stronger VR stomach, so I'm on edge here. A tube in which you go to sides, effectively going upside down after a few lifts. Your idea for the level is already on my list. "Only new" is just to check out new zones and if there's just one, it repeats over and over :) If the reactor reaches zero, you don't die immediately, your health goes down a bit every second.
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