Posted September 08, 2018 by Warriors of the Cucumber
Hey guys,
Here’s this fortnights update, even if it is a little late. Unfortunately work on Snakerunner has ground to a halt the last half of this week due to illness ☹
The first thing tackled this week was finishing off the inner walls. These had been started last time round, but still needed to get transparency working. Originally I was planning on simply making the wall segments semi-transparent when they appeared between the ship and the camera, but I felt this wasn’t quite right as it made too many segments invisible for no reason.
I settled on making just the 3 wall units behind the snake transparent, which seemed sufficient.
I’ve also quickly implemented the walls on the radar, to make it a little easier for the player to navigate the level.
These will be the way the player progresses through the levels. Each level has 5 challenges, which the player needs to complete three of to unlock the next level in the tournament.
Three of the challenges will be score related, with the player needing to beat a specific score in order to obtain. The other two will be task oriented, and will be things like “Eat 3 bonus balls”, “Get a snake 20 units long” etc.
We still need to decide on some of the later level challenges, but we have enough planned to get the system working enough for a demo! But more on this shortly.
A lot of the basics of the code is now in place. Although I’m still to write the message box code which notifies the player when a challenge has been obtained. This will be the focus of next week, which will possibly be the last week of coding for a while. Instead I will be once again testing my modelling skills with Blender as I model new arenas/back ground buildings for the remaining two tournaments.
If anyone is interested in joining the beta test when it's time, then please, drop us an email to betateam@warriorsofthecucumber.com and well update you with how to join in when it's time.
Until then, I'll see you next time round :)
=PRoF=