For the past month I've been mainly working on improving the whip I prototyped last year. It can now be used to grab levers at a distance, and then you can yank the whip backwards to activate the lever.
There's still some way to go, especially with getting the audio cues right. The physics will never be quite like a real whip, but making it satisfying to use is the top priority.Testing whip and lever in Eye of the Temple. Still some way to go, but getting there. #gamedev #indiedev #vr #HTCvive pic.twitter.com/8TZHflQnM2
— Rune Skovbo Johansen (@runevision) May 20, 2017
Apart from this I've been looking into designing more puzzles for the game. I'm no expert puzzle designer, but bit by bit I come up with some that I think work well. The latest involve tall rotating towers, activated by levers (no whip use necessary for this one) where you need to step around on and in them at two different levels.
This also marks my increased effort in making better use of verticality in the level design. Experiencing the great heights is a draw of the game, and I'm figuring out how to use that optimally.
I don't have a new build with these new things yet. The work right now is on smaller isolated pieces and puzzles, and once I have a set of those that fit nicely together, I'll begin integrating it all back into the overall world design."Add more verticality" they said, and I agree! New puzzle elements in @eyeofthetemple #VR #HTCVive #madewithunity https://t.co/hvxgYxW0uR pic.twitter.com/tjDuCk2ufo
— Rune Skovbo Johansen (@runevision) June 13, 2017
No comments:
Post a Comment