Procedural Platform Generator
Procedural Platform Generator
I made procedural the platform generator of my 3d runner game project that I'ven been showing on these last posts. Now, the character can play until it hits or falls. The main interesting point here is that the more platforms you travel, the greater the velocity and shorter the reaction time.
The main reason why I did this is because of the competitive fact, now you can play against your friend trying to get the highest score. I think it is a good change on the game but I feel really sad because the old different difficulties based on the length of the level were really good.
I don't know if I'll update it and add both mechanics on the future. Related to this, there are currently three game difficulties. Now they depend on the initial speed and the probability (real % percentages) of the different powerups and collectables spawns. This is how the game looks right now. I am still trying to find out the final game esthetic.
For doing this, there is a Game Object which handles the whole in-game object behaviour. This is what I see on the inspector.
On it, there is a public reference to ObjectSpawner which holds all the prefabs instances.
To be more efficient, the platforms that the player has passed are destroyed. In this video you can see how it looks.
Let me know your feedback.
The main reason why I did this is because of the competitive fact, now you can play against your friend trying to get the highest score. I think it is a good change on the game but I feel really sad because the old different difficulties based on the length of the level were really good.
I don't know if I'll update it and add both mechanics on the future. Related to this, there are currently three game difficulties. Now they depend on the initial speed and the probability (real % percentages) of the different powerups and collectables spawns. This is how the game looks right now. I am still trying to find out the final game esthetic.
For doing this, there is a Game Object which handles the whole in-game object behaviour. This is what I see on the inspector.
On it, there is a public reference to ObjectSpawner which holds all the prefabs instances.
To be more efficient, the platforms that the player has passed are destroyed. In this video you can see how it looks.
Let me know your feedback.
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