Apr 6

Controls are still the same as in week 2, but also the 4 key will do topdown camera mode and free control mode.

Changes from week 2:

  • Switched back to default model, so the jump animation is visible.
  • Added support for multiplayer splitscreen.
  • NGUI ui for usable objects. Try the door.
  • Changed skybox to something with a ground.
  • Switched terrain for a simpler level.
  • Start menu with settings (multiplayer splitscreen)
  • Dying takes you back to your spawn point.
  • Running with shift-key.

I do not have a second level yet, so clearing this level won’t take you to the next one. This will be implemented next week.

Currently my UsableObjects must have a box trigger collider for getting player to know if it is usable. I’ve been thinking that maybe I should use RayCast from the player and a small distance forward to get the usable objects instead. This would simplify creating usable objects, but might be unnecessary CPU work. I will try this out when I get my OUYA.

Playable web version (Requires Unity3D Web Player)

Screen Shot 2013-04-06 at 17.42.09


4 comments so far...

  • MrM Said on April 6th, 2013 at 23:24:

    Wow, what a big difference. Lots of progress, keep it up!

    You should add key E to use items next, kinda tricky to guess where the mouse cursor is in order to press the USE button.

    Maybe an enemy that makes you respawn if you touch it? Like just a red square that moves in some pattern for starters.

  • Freso Said on April 6th, 2013 at 23:38:

    Yup. Input button for use is already on the todo, but was waiting for the 4-player thing. Must decide how to Do it on one computer.

  • MrM Said on April 8th, 2013 at 12:25:

    Isn’t it time to link to your blog from the front page of lotecsoftware.com? 😉

  • freso Said on April 8th, 2013 at 17:08:

    You may be right.