Level development



I have made good progress on the game world, having added a second room with a smaller area where the player must dodge damaging fields and electric rays while climbing upwards. There are three sets of damage areas the player must navigate around: six rotating ones around a central pillar, five which slowly move upwards and then teleport back to the bottom, and unmoving ones with holes in them that the player must fly through. They were all originally going to be regular red damage areas, but this made distinguishing their location between each other impossible. Changing the colour of some of them didn't really help, so I decided to give the first two sets a sort of electric-like texture - having a real texture also helps the player to judge how close they are to the damage area.
I really wanted the texture to be animated, but not knowing the proper way to do that I tried splitting the texture into quadrants representing the four frames of the animation and then setting the UV values of the mesh on a timer, but this didn't seem to work. It wouldn't be very efficient setting the UVs from a script running on the CPU anyway, so I decided to just leave it for now.
Get Drone Wars
Drone Wars
Capstone project for CircuitStream Gamedev course
Status | In development |
Author | GregKitching |
Genre | Action |
More posts
- Fighting the Boss2 days ago
- Meet your enemies2 days ago
- New assets and a lesson in Rigidbodies2 days ago
- Adventures in Aimimg2 days ago
- Movement mechanics2 days ago
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