WingedKagouti on 27/6/2019 at 13:41
Quote Posted by Nameless Voice
People like verticality in level design but don't want platforming? That doesn't add up.
Because all too often the platforming has been accompanied by a) hard to judge distances (due to visuals), b) small platforms and/or c) insta-death failure states. And the platforming in Half-Life was one of the major negatives of that game, especially the Xen levels.
Judith on 27/6/2019 at 15:17
Jumping + mantling makes the level design harder though, especially when it comes to map borders or one-way areas.
I often have this problem in TDM. A character can jump and mantle up to X units, so I have to make higher wall. But if I want the player to jump down and not be able to climb up again, e.g. to force him to go through a certain route for a while, I have to be very careful. Jumping down just a little above that height is where you start to have falling damage, so it looks like I'm punishing player for something.
Pyrian on 2/7/2019 at 00:29
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https://imgur.com/GVZOVMd)
Inline Image:
http://i.imgur.com/GVZOVMd.pngSo since absolutely 100% of the one person who provided feedback on the controller support needs custom controller mapping​, it's now in! Press "M" from the opening dialog to access the controller mapping. It's a bit incomplete in that you have to click with the mouse on the box you want to change; I'll add proper navigation to it later. Saves settings between sessions.
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https://pyrian.itch.io/cyborghighwaywip)
Renzatic on 6/7/2019 at 08:20
What have I been doing these last few? Iterating, reiterating, and reiterating again many attempts at foliage, all in an attempt to make things look as good as possible.
How far have I come?
That's 42 polygons, yall! YET IT'S 3D AS FUCK!
Inline Image:
https://i.imgur.com/UwHJbdu.jpgFrom a high poly bake, to a quick paint, to a particularly fancy X plane, to that.
WingedKagouti on 6/7/2019 at 08:31
Quote Posted by Renzatic
What have I been doing these last few? Iterating, reiterating, and reiterating again many attempts at foliage, all in an attempt to make things look as good as possible.
How far have I come?
That's 42 polygons, yall! YET IT'S 3D AS FUCK!
Impressive, but how many will you need per scene and is that within the polygon budget?
It'd be sad to see something looking that good still be too much for its intended purposes.
Renzatic on 6/7/2019 at 08:47
My polygon budget is basically whatever my computer can handle, since the end result will be static images.
I still have to try and maintain some efficiency, since I planning on having a lot of foliage. 40-50k tris per pine, 80-120k per leafy tree is what I'm current aiming for.
Pyrian on 7/7/2019 at 00:15
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https://imgur.com/185lNhU)
Inline Image:
http://i.imgur.com/185lNhU.pngAdded a second new car. Finally got rid of that original car, drawn in a few minutes during a game jam with paint.net shape primitives. These new cars are also textured to work best at 1080p, although the actual characters will blur a bit because they're still sized for 720p.
I've also added "landing points" on the cars, to better control where the units cling to. Their positions on the new cars look much better now. This change is also critical to support larger, multiple-landing-point vehicles (coming soon!).
In addition, I zoomed in a bit and brought the game down to six lanes. Hopefully it'll be a bit easier to see what's going on! The long term plan is to have a typical section have four major lanes, a train track at the top, and on-ramps/off-ramps at the bottom.
As usual, these changes are playable in browser right now:
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https://pyrian.itch.io/cyborghighwaywip)
Pyrian on 13/7/2019 at 22:09
Cyborg Highway now has Android and Touch Screen support!
(iPhone/iPad not yet supported. WebGL fullscreen isn't allowed on that platform.)
[video=youtube;T9ewlLiDDD4]https://www.youtube.com/watch?v=T9ewlLiDDD4[/video]
If it won't come out of portrait mode, trying unlocking your phone orientation. Fix pending.
Pyrian on 14/7/2019 at 05:37
I'm not sure I could optimize it onto an Atari 2600. They did manage to get Frogger on it, heaven knows how, and while it clearly had issues, maybe it could be done.
Also, the controls would be an issue. Maybe use a joystick to move and a paddle to aim?
Pyrian on 19/7/2019 at 23:33
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https://imgur.com/SfKwJcC)
Inline Image:
http://i.imgur.com/SfKwJcC.gifCyborg Highway now features a Limousine!​ It's the first vehicle that's wide enough to contain multiple "jump points". This meant adding the ability to have horizontal jumps, which took rather more effort than I'd anticipated. It just broke a lot of assumptions, mostly in the combat, so I had to fix a variety of minor glitches - like enemies you'd just kicked landing on you (and sending you flying, lol).
Also took care of several other minor issues:
* Corrected the way units kicked to the pavement move.
* ​Corrected the way units kicked mid-jump calculate their destination.
* ​Adjusted the calculation for where projectiles "kick" units to.​
* Updated Lane speeds to vary less​.
* Updated enemy AI to have a higher chance of jumping on your position when driving by in the adjacent lane.​
* Added a minimum time for "swipes" to be active, so quick touch-swipes are less likely to miss the jump.​
Play in-browser on your computer or Android device: (
https://pyrian.itch.io/cyborghighwaywip)