Sunday, September 2, 2007

Two days to go

Well I spent all of Saturday trying to glamourise my level with better tiling. Ended up wasting a lot of time (basically the whole day). Didn't get it finished and the way I sliced and diced the tile to prevent overlapping was a dud. For the walls I was endeavouring to use curved shapes with gradients and it all got a little complicated. Yo can't do multi-directional gradients, and splicing gradient shapes together is cumbersome and time consuming. So scrapped that. I am cranky about that as wasted a whole day.

I did manage to change the character movement to variable speed, so it accelerates and decelerates as opposed to using a set movement distance. Also changed the movement so it is multi-directional (you can press two related movement keys at once e.g. up-left). Not totally resolved as it is a bit clunky when you hit a wall), but good enough considering it's not used much. I am much happy about that as it is in line with the original game and makes it a lot more fluid and smoother. It also introduces an element of momentum and its corresponding lack of control or delay of movement response.

I have also been having another look around the community blogs. Matt Grainger's work is most similar to my own. He is doing isometeric tiles, but the principles are the same. I am very impressed with his 3ds-max character! I'd like to do a 3ds robot but I don't think time will permit.

It's a toss up between doing some character walk cycles or making some opening and closing doors....(flip a coin?). My character is just a moving pyramid at the moment!!! 0 points for character design.

Also noticed the project brief talks about two flash files, and I only really have one development stream. I hope that won't be a problem ;-)

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