I've been thinking about what Matthew Griebner said a while ago about, "What is our game about?" There are some things I've realized I've known it was about, but never really explicitly said. Beyond Exploding bombs. The game is about PREDICTABLE chain reactions. I was taking a look at the game "escape goat" which I just purchased off of steam. I was told it was a lot like our project. Except one big difference that sets us apart is that it is possible to visualize what will happen before it happens. If I do add any other features related to mechanics, they will fall within this rule. What else? Right now I am still working on lighting. Tyler Woods and some others brought up that the light fixtures do not look like light fixtures. They do now. After a week of coding up in a cabin with no internet access, I finally fixed a lighting module that I am using for "White Hot" glowing effects. Because of the optimizations I've painstakenly made, this extra "ooh shiny shiny" will not slow down the game. Note: In case my spaztic mind forgets: Bound Function: var isGoodTimeToReRender:Function. Returns Boolean. Also, flag, "isInNeedOfReRender:Boolean" checked before calling function. As function calls are slower than checking Booleans. I am still not yet happy with the lighting. I want it dramatic and very noticable, yet at the same time, I do not want it to interfere (unintentionally) with people figuring out the layout of the current level. Last note, I need to visit Tyler as he showed up for a meeting that I organized, that I ended up showing to late. I am sorry about that. I'll take the time to make that up to you.
Tuesday, December 31, 2013
What is it all about?
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