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Seemed like a good idea. This is what I have so far:

I have no idea how collision will be handled yet.

The game design itself is more or less defined in my head. Let's see how much it changes as I playtest it :P You fly around, trying to not hit the walls and obstacles. Every now and then the pattern changes (curves, colors, types of obstacles etc). Speed increases proportionally to your progress. You can take some powerups which could increase your life or decrease speed. Something like that.

P#15521 2015-10-18 03:17 ( Edited 2015-10-22 19:16)

That looks neat. I like both those tunnel concepts.

With a fairly simple definition of in bounds vs. out of bounds, collision shouldn't be too bad; just do a periodic check for player position vs. some simple definition of what the unblocked inside bit of a tunnel is, e.g. for circular tunnels with center point cx,cy check players sqrt((cx-px)^2 + (cy-py)^2) to see if it's larger than the tunnel radius and if so the player's waltzed right through the wall to their death.

P#15538 2015-10-18 12:57 ( Edited 2015-10-18 16:57)
:: Pizza

A game like this will need a killer beat to complement the insane action :B

P#15612 2015-10-19 19:34 ( Edited 2015-10-19 23:34)

I'd like combination of both concepts. Flying through squarish tunnel, looking out for the obstacles, but all in wireframe.

P#15613 2015-10-19 19:39 ( Edited 2015-10-19 23:39)
:: Diego

Thanks for the interest, guys! =) It has a fun project to work on and the best part is I will very likely finish it. Man, I really love limitations. If this were in unity I would probably be doing some research into procedurally generated futuristic cities or something like that by now.

@josh. That sounds good and simple. What's keeping me from defining collisions is that I am still defining the corridors and how they are generated. So far circles and square but I'm still thinking about other shapes and methods of generating them.

@Pizza. Yeah music! I'll do my best. If it sucks I'll ask for help (spoiler: I'll ask for help)

@darkhog. Interesting. You really like the wireframe better? I couldn't figure out how to render the circular tunnel when I made that (I know how to do that now though) that's why it's in wireframe. This is good! I was thinking about doing some free flying where you get points for flying between the circles.

P#15614 2015-10-19 20:02 ( Edited 2015-10-20 00:02)
:: Pizza

I'm sure you can do it. Just hit random buttons and then add some drums.

Oh and free flying wireframe / tunnel racing with filled forms sounds super. Different modes!

P#15615 2015-10-19 20:27 ( Edited 2015-10-20 00:28)
:: impbox

This looks fun!

I really like the square tunnel, I think the filled style is nicer and easier to see the depth.

Could add coin type pickups that you collect for increasing your score or something.

P#15616 2015-10-19 20:43 ( Edited 2015-10-20 00:43)

@Diego" Yeah, wireframe's better. It will be easier to code and probably faster to render.

Also how about turning it into a racing game with splitscreen (dunno how hard it'd be with Pico's api) and some sort of shooting so you can blast your oponent.

P#15619 2015-10-19 21:57 ( Edited 2015-10-20 01:57)

As for filling circular tunnel, I'd just render more circles close to each other (and expotentially more circles the closer they are to camera.

P#15620 2015-10-19 21:58 ( Edited 2015-10-20 01:58)

Could be a fun multi-collab thing on the music, different person doing each tunnel-type's soundtrack. I'd totally be in.

P#15648 2015-10-20 15:58 ( Edited 2015-10-20 19:58)

Yeah, would be awesome. Too bad my tunes sucks *to see how much, play Heavy Duty Sprinkler where all the tracks are by me).

P#15653 2015-10-20 19:07 ( Edited 2015-10-20 23:07)
:: Diego

That would be fun :)

P#15731 2015-10-22 15:16 ( Edited 2015-10-22 19:16)

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