Time to play catch up. There is quite I bit I've been able to add since I last posted, over the past couple weeks. My bad in letting it pile up without actually posting anything.
The first that can be noticed in the screens is the functionality has been added to the jump pads. In essence, run onto them, and they launch you up into the air. Without them, the level wouldn't be entirely navigable.
Next, the items have collision detection and can be picked up now. They include the fuel canisters than Lerpz needs in order to fill his ship and escape, as well as the health pickups to restore his poor little life.
A small detail, the animation was added to the force field encompassing his captured ship. It obviously doesn't show in the screen, but it animates a little diagonally, which is fun.
You may also notice that the heads up display is visible and functions correctly. This was the beginning of the section on interface, and included his lives, health, and how many canisters he still has to gather. I found the pie sort of interface on his life to be an interesting choice.
The main menu was the last part of the interface that still had to be added. It constituted making an entirely new scene, which is only visible until the Play option is chosen. A small loading box is also shown until the game scene loads. Creating the menu was built purely in the script editor, in Javascript. This was naturally wicked awesome as I have been hoping to not have every script finished and spoonfed. The last screen shows the code and how it creates the menu based on where the user resides. Pretty basic stuff, but still cool.
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