For now I’m calling it RunMan!
It’s a hybrid 1st person/sidescroller. Yes you read that right, it started out as a sidescroller with limited depth movement too, then I added the 1st person view as well.
doesnt sound too bad. A word of advice though: if the game involves alot of platforming action, you may want to have either a top-down radar, or a look-down view, like in turok or jumping flash, respectfully. Jumps in first person mode have been proven to be difficult to manage, and if there are alot of them, its likely to drive players insane the umpteenth time you fall into that bottomless pit. Just a suggestion from a dedicated game player 8)
Pretty good start, but you need to be able to tell how far ahead of the spikes you are in first person. The level needs some more interesting features as well, but I like it so far. Reminds me of a dream I once had.
SeaCigar:
The game doesn’t have much in the way of platforms (yet anyway) and movement in the X dirrection is very limited. So that isn’t a problem yet.
saluk:
Hmm… good suggestion. Maybe if I change the sound emitted by the spikes to 3d sound? would that be enough of an indicator?
joecool:
I assume you’re talking about the jerkynes of the turning. I’ll see what I can do about this, but the problem with force is, you keep turning for a few frames after releasing the button.
S_W:
um… no, at least not yet. the level is infinit. When I make more levels, you’ll have to collect a certain amount of tokens to pass to the next level.
-I’ve changed how objects are added into the level, so now they are truly random.
-I’ve added a warning icon that flashes when you get too close to the spikes. How close is too close? If you see the warning flash, you’d better MOVE!
-Changed the obstacles to make the game harder.
-Added tokens that you can pick up.
Now some questions:
How many tokens should you have to pick up before going to the next level?
Also, does anyone else have a problem with the turning?
It seems like in first person you can turn faster and move faster, i don’t know though.
When switching between view you just change cameras, so the movement should be the same for both.
Also, while in side-view you shouldn’t have up be forward, you should have left and right and hten maybe up and down be move up and down.
I tried this, but if you were going forward and changes views, you would start turning. If anyone’s got any ideas how this could be accomplished i’d love to hear them.
I’ve added the option to use tokens you collect as weapons to clear away obstacles.
You can also switch between drot and torque turning by pressing N and M.
I also fixed the character’s walkcycle, I made it faster, and fixed a glitch that sometimes happened when you collided with a wall.