Recent work has seen the game become far more robust in handling level data. I've moved the project towards being more data driven since the editor was reworked and the benefits are mounting every day as the quantity of data for the game expands. Having spent a number of recent weeks improving how core systems in the engine function under the hood, it's nice to get back to some more 'shiny' work.
I've added another two weapons, three more enemies and some additions to the HUD, like the kill counter (inspired by a 'hit-counter' from another popular game) and an in-game message system for notifying the player of objectives, secrets and other things. The kill-counter spices up gameplay a great deal, a shaking combo award comes on screen when enough kills are accumulated in quick succession and the player receives an energy bonus.
A great many other less glamorous tasks have also been done recently. A more robust storage system for managing level data and creating it on the fly as and when needed was created to cope with increased level data complexity. A rather annoying A* pathfinding bug was fixed and the method for managing AI updates for enemies has been dramatically optimised.
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