Here's another video of the current progress on the game:
As mentioned before: Collision detection is now fixed for the most part. The game now uses the Xbox 360 controller with rumble. New camera angles are added and also the ability to pan around the craft with the right thumbstick. The left thumbstick controls the craft's direction, the triggers accelerate and brake, A jumps, and Y changes camera angle. Still have to add a collision explosion hence why it jumps back to the start when the craft hits an obstacle.
Tuesday, February 20, 2007
Sunday, February 18, 2007
SkyWay Onscreen HUD
So this weekend I've got the Xbox 360 controller working with the game, a bit of rumble in there, and I've also designed a prototype HUD for the game, as shown in the screenshot below (click to enlarge).


At the moment the design is still only a prototype, it is more than likely elements will be moved around. The gravity value represents how much gravity is in effect on that level. The exit proximity is basically a level progress bar. The speedometer represents the player's current speed. Finally, the oxygen represents how long the player has left in the level before death (i.e. time limit).
Saturday, February 10, 2007
Quick Update on "SkyWay"
So whats been fixed since the video?
- Fixed visual fade.
- Proper (at least seems so thus far!) collision detection.
- Better control sensitivity.
- Xbox 360 controller integration, including vibration.
- On screen HUD - visual cockpit style.
- Ship bounce on jump.
- Explosion when collision occurs.
- Multiple Levels.
- Differing environment (textures, skybox and gravity) for different zones.
- Sound (this will come more towards the final stages).
- Options where sensitivit and lighting (and possibly a few other factors) can be altered.
- Possibly shadowing under the ship (I hope!).
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