Archive:
Very quickly blocked out the Captain’s Chair, and general area of The Observatory. I’d like this to be full of flashing buttons, with screens showing garbled computer output… but that’s hangover work.
Added a button (placeholder) in there, that turns the emergency lights off. I was going to call into the Game Mode
– which handles the ‘global’ colour for lights in the level – and let that make the change, then update the Game State
(‘Button Has Been Pushed’), but decided to go the other way, by adding a couple of delegates to the Game State
that the Game Mode
(or any other actor in the world) can bind on to.
It’s a swings and roundabouts thing, but I’m leaning toward updating the Game State
directly from actors that respond to events, and having everything else receive a broadcast message that the Game State
has changed. I’m hoping it removes chains of function calls that I’ll have to walk through when I forget how I’ve implemented things. (~24 hours after I’ve done it, normally…)
Of course, once the emergency lights were off I had to spend some time lighting the level. I’ve tweaked the colour grading, reduced the bloom, added a smidge of exposure compensation, turned on the eye-adaptation, and sprinkled it with a hint of lens flare.
Laid out the Speedball room!
Given the walls fade in & out, depending on camera rotation, I thought it might be cool to have objects in the world fade in and out based on vertical height, so I think this will be the room where I try that out. The trapdoors in the centre hide a lift that’ll take the player to the ship’s 2nd level. When they’re on this, they’ll get a good view of the effect and, hopefully, be curious to try and get there.
As for how they’ll get there… I reckon there’re two decent options: the bouncers could throw the player high enough (probably too simple), or, the bouncers throw the player up, and I make double jumping a thing.
Currently leaning toward the latter.
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