More ideas, planning, modelling and programming (Days 2 and 3)

Today I’ve been working more on the plans for the game, and I have a bit more detail done. I also have a little test version to give you: this is in no way representative of the final game, rather just a test for the player movement and collisions.

There are two versions here, for 32- and 64-bit windows, so make sure you get the version that will work on your system.


My updated plans are thus far:

-Each level will have a few hundred gems to collect (eg. 100, 200, 300…)
and each level has a certain number of gems you must collect in order to unlock it. For example, level 1 could have 200 gems in it, and then level 2 could require about 150 gems to unlock. I will aim for each level to require the player to have around 70-80% of the total number of gems available in the previous levels for it to be unlocked.

-Enemies will have variable levels of health, so some will require 2 or 3 hits to defeat rather than most enemies, that will require 1. The player will also be able to upgrade their health after defeating each boss, starting with 4, for example after defeating the first boss, the player will have 5 health.

I have yet to write a backstory for the game, but I will do that in the future. Right now my target is to make sure all the basic game concepts work, such as respawning, warping to other levels, picking up gems and defeating enemies.

The progress I have made so far is:

-Designing basic models and textures for some gems (ruby, sapphire and emerald). There will also be diamond and amethyst. I figured out the problems I had last time with importing textures and models from Blender, which is rather helpful.

-The player (currently a red cuboid) can be controlled with the WASD configuration, or using a game console controller (confirmed by a friend using a PS3 controller in their laptop). The right mouse button snaps the camera so it faces forward.

-There are some gems scattered throughout the level, and they are affected by gravity, and are solid (they have a collision box, and therefore can’t be walked through). They are also slightly shiny, which I like the look of. They cannot yet be picked up, but this will be implemented soon.

-There is some scenery, in the form of some cubes you can jump on, just to test jumping.

-If you fall off the level, you will respawn at one of the three respawn pads on the level. The last pad you walked over will become the active pad, so you respawn at that pad if you die.  I will improve these pads later.

My next plans are:

-Improve the textures and models of some of the objects, and put some proper scenery in place.

-Add another level, along with a portal to allow travel between these levels.

-Allow the gems to be picked up, and then add some kind of system to count your gem totals per level and total throughout the whole game.

-Add a GUI to sow the player their remaining health, number of gems etc.

It would help greatly if you could keep coming back every so often to test these updates, and give feedback or bug reports. Also, feel free to tell me anything you would like to see in the game. Thanks for reading!