Hi All,
in the last batch of work, finally I got to implementation of 'level building' elements or 'prefabs'. In previous showcases things were a bit hardcoded. E.g. when pressed specific button, moved specific piece of wall from here to there with special piece of code. This is of course not suitable for further development.
For building levels, I need functional prefabs, so I can just place them in editor and things will automatically work. E.g. place switch here, door there, link them, so in game by pressing switch, linked door will automatically open/close. Same for operating lights, elevators, etc..
In this batch I started with some basic stuff:
- doors
- switches which can now operate doors or lights (or any element that will implement IToggleable interface, programmatically speaking )
- switches can be 2-states (on/off) for IToggleable elements or 1-state (one time actions)
- elevator
In following short animations, there's one level with doors and switches. I just walk around, not spoiling solution (even if this is easier level). Another level is showcase of 'color mixing' puzzle (this is very easy one, almost tutorial, so I can spoil I think).
Next up
RTG Flashback - March '21 #2 Another animation from the first batch of levels for RTG, my sci-fi puzzle/platformer with CPU-only ray-tracing. There's a bit of reflection on the bottom floor with back lights casting shadows. https://store.steampowered.com/app/4032050/RTG
Development Flashback - June 2020 Animation #3 from the beginning of development. This is early test scene for testing actor collisions. RTG, a sci-fi puzzle/platformer is now almost done and available for wishlists. https://store.steampowered.com/app/4032050/RTG
Development Flashback - May 2020 This is another animation from the beginning of development (more about it in the article). Now, after 5 years of development, RTG, a sci-fi puzzle/platformer is available for wishlists. https://store.steampowered.com/app/4032050/RTG
Development Flashback - March 2021 Level 8 showcase. 11 months into RTG development I was finally able to create first levels! No sound, music or story back then, but the most important: gameplay and puzzles, were possible. https://store.steampowered.com/app/4032050/RTG
Hi Everyone and Happy New Year!
RTG is nearing its Alpha state. The game has its logo at startup and proper main menu with own dedicated ray-traced scene, all in the "mood" of game itself. Hope you'll like it! Music: https://www.purple-planet.com/
RTG Flashback - March '21 #3 One of the first levels with elevators. Here, you can see, that thx to my ray-tracing algorithm, every tiny light in the game is actual emitter which illuminates its environment and cast shadows. https://store.steampowered.com/app/4032050/RTG
Development Flashback - April 2020 Animation from the very start of RTG development (more in the article). After 5 years, RTG is available for wishlists on Steam.
https://store.steampowered.com/app/4032050/RTG/ Demo, which will be available also here is in works as well.
Hi Everyone!
RTG - The Ray-Traced Game has now its own INTRO. The game is very close to its Alpha release state with final release scheduled later this year.
Music: https://www.purple-planet.com/ #indie #scifi #raytracing #puzzle #platformer
RTG Flashback - Marzo 21 #3 Otro nivel de RTG, mi juego de puzzle/plataforma sci-fi. Este es uno de primeros niveles con ascensores. Aquí se puede ver que cada pequeña luz es un emisor real que ilumina entorno y proyecta sombras. https://store.steampowered.com/app/4032050/RTG
Development Flashback - November 2020 Scene where I tested various aspects of my ray-tracing engine. Today, the engine is used in my game RTG, a sci-fi puzzle/platformer, which is available for wishlists. Check it out! P.F.2026! https://store.steampowered.com/app/4032050/RTG










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