This week I've Finally got the doors opening. The cubes all have unique textures. I've fluked some particle effects that actually turned out alright :D Yes cube, No cube.Clone cube, Home cube? We have 3 types of cubes right now. So you gotta be able to tell them apart. Simplest way to do that is to texture them differently. There's an opportunity for a bit of cube personality there too. If I asked you to guess which cubes were the cloneable, the clone, and the non-cloneable cube, you'd probably get it right. Top Tier Texture
I've started adding more detailed blockouts to our level layout, and will work more on that next week.
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You need a way to know how many cubes gotta be in the button for specific doors to open - otherwise it'd just be a case of randomly pulling cubes in and out. This screen is also attached to the button, and displays the cubes currently above it. Retrofuturistic Screen Woody, Our tutor, Suggested this term. It's great. We're stealing it. It describes exactly what I was gong for. While modelling, I pulled up an image of an 'old tv' from google. Curved corners, Bulging screen, Wood trim. Yet it's as thin as a modern flatscreen and will display whatever colour I tell it to. Cheese SegmentThe effect was created by 'Filming' some horizontal lines falling infront of a camera. the resulting image is applied as a texture to the screen. That's convex, which helps add to the 'old tv' feel. To make it even more cheesy, the horizontal lines are just the button texture, reused again. you can notice the stripes on the road when it scrolls past. each 'section' falls at a slightly different speed, making the effect feel more random. |
AuthorCurrently in a Game Development course, Writing Devlogs most Fridays. Links
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