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Weekend Warriors
Weekend Warriors
| Name: | Glen C | |
|---|---|---|
| Date Posted: | Jul 10, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Glen C |
Blog post
After a weekend of scrounged coding time, the Entities in my sandbox have been introduced to the concept of violent death. Spawning on demand now from a teleport platform, they run around shooting (very) crude Projectiles at each other. They have Hearts with health levels that take damage from the projectiles. When they're hurt, they flash and bleed Decals, and when they die, their corpse hangs about a while before fading out. Avatars can also interact with the environment as well, now. When they sense there is something they can do, it is reflected in a GUI and the player can trigger the available action. In the first image below, the control panel for the teleport platform enables the active Avatar to Spawn a new Rufus Entity.
What's next?
Environmental interactivity leads on to things like triggered doors, remote weapons, and so on. Life & death is a basic for most action, and distincting Weapons are a next step down that path. Level transitions still need to be done some point soon, too, and I've got some sandbox interface improvements in mind, such as mouse zoom and scrolling. Vehicle mounting is most likely next, though, since it's something I've thought about plenty, but not actually tried before, and is also vaguely complex, so I'm interested to see how that progresses.


What's next?
Environmental interactivity leads on to things like triggered doors, remote weapons, and so on. Life & death is a basic for most action, and distincting Weapons are a next step down that path. Level transitions still need to be done some point soon, too, and I've got some sandbox interface improvements in mind, such as mouse zoom and scrolling. Vehicle mounting is most likely next, though, since it's something I've thought about plenty, but not actually tried before, and is also vaguely complex, so I'm interested to see how that progresses.


Recent Blog Posts
| List: | 10/29/07 - Platforming with TGB 10/02/06 - Moving ever forward. 08/10/06 - Sandboxes, Shmups & Tilemaps 07/25/06 - Endless War 07/17/06 - Hitting the road. 07/10/06 - Weekend Warriors 07/06/06 - Sandboxing 07/05/06 - Gyhart Framework Design |
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Submit your own resources!| Martin Schultz (Jul 10, 2006 at 07:40 GMT) |
| Ben -Djaggernaut- Chavigner (Jul 10, 2006 at 09:54 GMT) |
Carmaggeddon was so much fun.. sigh..
What is exactly the goal of your game Glen?
| Glen C (Jul 10, 2006 at 10:28 GMT) |
The secondary goal is the development of the underlying Gyhart framework, which means if I do decide to sit down and make a game with a goal, it should be measures easier to impliment it.
| Thomas Buscaglia (Jul 10, 2006 at 21:14 GMT) |
Keep us posted on what other cool stuff you figure out!
| Sam Redfern (Jul 11, 2006 at 13:10 GMT) |
| Michael Cozzolino (Jul 11, 2006 at 18:47 GMT) |
Looks good though
Edited on Jul 11, 2006 18:48 GMT
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