Today was mostly devoted to getting some terrain features and monsters going again.
The monster AI I was using before was way too expensive for the size of map I have now. I replaced it with a small Dijkstra map centered on the player. If monsters are on it, they use it to approach the player. Otherwise they use a cheaper long-distance distance field that just sends them to the nearest cabin.
Right at the end of the day I tried a long skinnier map instead of a square one. I think it fits with the idea of driving down a road better.
The game's still not very interesting, and I don't have a lot of time left to work on it. Oh well; we'll see what can be done. I think the driving is kind of interesting; it is a bit challenging to learn how to do. Right now you just drive over monsters to kill them; kind of a high-speed version of bump-to-attack. They will hit the car if they are next to it on their turn.
The car has an indicator that looks like a 3x3 grid of dots (with the center dot replaced by a circle):
If you don't accelerate, you'll go to the circle in the center next turn. (You do that by pressing the 5 key in the middle of the numpad.) If you press any of the other numpad keys you'll accelerate/decelerate, which will place the car at the corresponding white dot. Dots marked red mean the car can't do them; this happens when you are at the top speed for the terrain you're on, for instance, or if you ran off the road and are forced to decelerate.
Thursday, March 9, 2017
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