
At this point there are 3 pillars on screen! Yay right? Wrong! At this point you can't tell who's who with the player and enemies using the same mesh. Also would you want to start a game with enemies this close to you?

Now we run into another issue, Ground Clamping. Our pillar/player has decided to burrow through the earth. This is unfortunate because only gnomes have the technology and steady hand required for a task of that magnitude. Needless to say this is gonna get some work.
AT THE END OF THE DAY:
As of the end of the day on 07/23/09 we now have the player represented by a gray pillar (place holder) and our enemies represented by blobby creatures. Also you'll notice we have our HUD in the game and fully functional. The black boxes that surround the enemies and trees are AABBs (Axis Alligned Bounding Boxes) that are used for collision purposes. The enemies wander/patrol an area that is a certain radius big from an invisible spawn point.
Now it's time for the chase. The enemies can now (if you enter their aggro radius) chase you around until they hit a certain distance (leash range) from their spawn point. If they are in range of our player they will attack him with the hopes of ending his existance (ruthless).
User Interface Evolved:

Ascension now totes beautiful menus complete with a pause screen and winning screen. All thanks to the artwork on these masterpieces goes to our asset lead and resident 2D artist extrordinaire Andrew Corren!Posted By Tim
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