Friday, June 12, 2009

DYN-O-MITE!

I've been working pretty solidly this week on interface stuff, and sure things look slick - but the gameplay hasn't changed too much. This latest update fixes that - check it out at the Protonaut website.
  • There is now an indestructable "Aluminum" element. This should make level design a bit more interesting.
  • I made the Aluminum joints "stiff" so they didn't rotate - unfortunately the physics engine didn't handle it too well. I might revisit it later, but I think it'll do as-is.
  • Victory and Gameover screens have "Next/Previous/Retry" buttons on them.
  • You can now set your levels to be publicly visible or not in the editor save dialogue. This (along with the lock-edit button) aren't editable at this time but will be in the future. (Public visisbility doesn't affect the DB view yet, but will soon)
  • I now have a basic selection of levels in the level selection menu. They don't exactly speak volumes about the game, and may not be good choices at all. I just grabbed the top rated levels as of this writing and stuck em in there. As the game evolves I'll slowly figure out a nice level set.
  • A level tester is now in place - no need to save dozens of level iterations just to test it out!
  • The game now tracks two independant games - the play area and the editing area. You can swap between them freely.
And of course the big one...
  • DYN-O-MITE. No idea if this will stick in the game forever, but you can press "SHIFT" to toss a stick of dynomite, which will auto-detonate after 60 seconds. "E" will detonate them all early. Note that more than 1 stick of dynomite can cause.. irregular results. It's fairly weak but I'm thinking eventually you'll be able to "collect" things with it.
I'm attending a few events this weekend so it looks like it might be a relatively slow one for the game. Enjoy build 17!

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