Closed sruloart closed 10 years ago
That all sounds really nice and cohesive:D Couple notes:
so what happens to this when we lose the movement?
It doesn't fit so it dies. Though I may or may not use the concept for some kind of intro (but I have a different idea for the current concept so we'll see).
I'm thinking that as much as possible, stuff should be walk-aroundable, ie. credits should just be a scene with some monuments with our names....
got interactive main menu in, it uses a couple magic numbers, but I'm at the point where I don't care, and I at least think it looks good:) I'll do a death screen and health bar tomorrow, then all it needs is to finish the dog and maybe add a "tank" enemy
As you know, I've been struggling with how to connect all of the game elements into a really nice visual piece. So, I think I have the perfect idea for it: The conveyor belt. Instead of making menus and states, that really don't feel like a part of the game, you place all of the game elements on the game's "ground", and then move everything to the left, while generating procedural objects/enemies. You only keep the HUD elements (pause, mute, score, timer, lives) above the game window.
Let's lay it down:
The preloader ends, the game begins.
O.k, that was long. Maybe I've forgot something, but that's pretty much my entire game scenario suggestion.