Game
Air Bags


4 years ago

1 Week of Game Dev - Part 5


And another one down!

This is the Sensors mini game- and it pretty much does what it says on the box.

A sensor pules is sent out and pings off of items. The player must tap the pings to track them. 
The higher percentage of pings tracked, the better the player is doing and the more data is given to the captain!

Bonuses will be awarded for perfect tracking combos, getting all items over a period of time, accuracy, and efficiency. 

Also playing with the idea of bonus objects- maybe they take more than one tap to mark, or they give off harder to see readings.

This can also be expanded for identifying baddies! The framework is all there- it just needs expanded accordingly.

​With all these inter-player options, the next thing I'm tackling will be some kind of flow chart showing what games / stations effect what other games / stations / ship functions, and how.

From there, with only 3 1/2 days left, the next hurdles will be wiring up the above mentioned interplay paths, as well as getting things setup so we can start testing multiple clients and servers.

I'm really looking forward to these parts, and I'll post as I can!



0 comments

Loading...

Next up

1 Week of Game Dev - Wrap Up

1 Week of Game Dev - Part 3

1 Week of Game Dev - Part 4

1 Week of Game Dev - Part 6

1 Week of Game Dev - Part 2

1 Week of Game Dev starts now!

Just as Pecaminosa's musicians #improvise this rendition of #LittleSunflower 🌻, so do we improvise with this post you're reading. 😂

What's coming out of your own improvs? 🤔

#Pecaminosa | #IndieDev | #OST | #Jazz

Runestones: from concept to in-game model🗿

Family band complete!

Sometimes the suction cup get sticky. Small animation I made in Blender after doing my tutorial on picking up/dropping objects in animations. Crate model by jQueary (https://sketchfab.com/3d-models/game-ready-sci-fi-crate-d98deca6…).