Weekly update time. This week I've continued working on level content and generation. I added some more content to the Earth level, and added the remaining features to the level gen that I needed:
- Since Gauntlet levels can be played in forward or reverse direction, I added an option to include level content in one direction only (so I can do stuff like have walls that are always behind something no matter whether you're playing in "forward" or "reverse").
- Added an automatic rotation option to mirror the direction of things in reverse mode. So I can do stuff like have turrets automatically flip to face the other way.
- Added a specifier to have things not spawn until a certain level. Since each world (each map) will have 2-3 levels played within it, I can say something like "OK, don't have drones appear until level 2" and they won't spawn in World 1-1.
Hopefully that's now every feature it needs. I'll really try to stick to that because I know in gamedev it's all too easy to get stuck working on the "engine" forever and never actually make the game. I also think the level gen is all working correctly now (it's a pretty serious probability-processing machine at this point), it just needs some adjustments.
I added some giant arrows in the sky for myself in the Unity editor so I actually remember which way is the world's forward direction...
Oh and I modelled some of those "taller barriers" that I mentioned were needed last time.
Gauntlet mode release TODO status:
Bold = currently working on.
- Finish up the level generation system - All features now in. Some adjustments still to do.
- Populate the three maps with lots more content for the level generator to choose from - Working on map 1.
- Finish up the desert and snow terrains
- Write the framework around the new mode – handling game start, game end, scoring etc
- Make some more vehicles for the AI to use
- Add leaderboards? Or initial release might just give you a local score, and add online leaderboards later