I need to at least separate the (relatively) game-independent core from the game-specific portions so I can have more freedom to mess with things.
What I have so far is this:
build the level as a long, narrow "strip"
lock the player ship orientation to the x (horizontal) or y (vertical) axis
give the player ship a velocity bias based on scroll rate
change camera behavior to fixed-rate scroll along the "long" axis and proportional scroll along the "short" axis
have player controller constrain the player ship to the visible area
activate instances as the play area approaches, and deactivate them again when they leave
No one step is "hard", but they do represent some fundamental changes in the way the game works. I think they'll be good for the project over all, since they shake out a lot of assumptions that crept in over time.
no subject
Date: 2008-10-02 06:57 pm (UTC)What I have so far is this:
No one step is "hard", but they do represent some fundamental changes in the way the game works. I think they'll be good for the project over all, since they shake out a lot of assumptions that crept in over time.