Today’s update has a graphical update for the Hub World. As I’m planning on having the first iteration of a story in the game pretty soon, I’ve re-re-re-done the Hub as a spaceship, which will play a small part in the eventual storyline. In the new Hub World, you’ll find everything is a bit more compact, with a room for each world, containing level selection cubes and secret cubes for each level. The small room you start off in (the cockpit of the spaceship) has a few new decorative items, such as lights, flashing blue accenting for the tops of walls and improved models for TVs and laptops, which were present in older versions of the Hub as decoration. There are also new models for chairs which are a lot like the old ones, but look nicer.
I’ve added a couple new textures, for example the window texture you can see above. There’s also a decorative texture for a solar panel, which are also visible on the spaceship, and for the spaceship I used a particle pack by Unity I found on their Asset Store, a helpful resource for anything from small particle effects to completed projects. The pack I used can be found here. I used the fire particles from this for the boosters on the wings of the spaceship. On the subject of particles, I’ve also improved the activation particle effect for when you walk into a powerup. I will add these into the game properly soon, in later levels. It’s hard to get a screenshot of a fast-moving object, but I had a (poor) try:
Another helpful addition to the game is text fields, where useful information will pop up on-screen for a few seconds at points where you might need it. You can turn this help off from the options menu if you wish, but in the future this will be replaced by a voiceover system, so at that point the options menu will only disable the subtitles for that person speaking. I’ve not added many hints but I will continue to place them at points where the player might need them, for example at the start of the World 1 boss battle, where it’s probably not obvious immediately what you should do.
I’ve also now finished World 3 Level 1, with a second section of the level at the top of the lift. This second portion introduces a new type of cube – the Alignment Cube – which never rotates and will stay aligned to the world’s XYZ axes. This makes it very useful for standing on and riding all the way to the top of the level.
The full level looks pretty nice, and I’ll aim to get some of the older levels upto this graphical level in future updates.
That’s all for this update. Unfortunately I wasn’t able to make the player turn round along with the direction of gravity, or make the world turn round either, because quaternions appear to be the bane of my existence. I came pretty damn close, but it wasn’t smooth at all and felt confusing, so I’ll leave that for a future update. It can be played at the usual place here, and if you have any ideas for features or comments on the game, feel free to leave them below. Thanks for reading and have fun playing, tell your friends/family/dog!