Cosmic Lander [v6.1]
Submitted by François Gutherz on Sun, 08/14/2011 - 18:49
Hi guys!
Here's a prototype of game I'm working on my spare time.
The initial idea was to re-create a 'Lunar Lander' in it's more basic form, but it slowly evolved into something a bit more ambitious, with missions to fulfill & caves to explore.



I'm trying to keep the graphics simple, so far, in order to maintain a short development cycle.



sajid
Mon, 08/15/2011 - 03:30
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Looks great! Love the toon-shading.
François Gutherz
Mon, 08/15/2011 - 08:42
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Thanks Sajid!
The toon shading is really simple, I just hacked into the engine's shader :
... and the cell edge is a copy of the mesh, a bit inflated, with its normals inverted.
PS. And it works better than Unity3D's builtin toon shading.
François Gutherz
Sun, 08/21/2011 - 20:25
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Yaye, the minimap is working (WIP), Achivement Unlocked !!!
I did that with the collision raycast function, it is so simple I wanna cry :p
Of course, this is really draft, I need to filter the items I want to trace, setup colors :)
Max
Sun, 08/21/2011 - 22:59
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Really beautiful beginning of the project.
I also like very much the kind toon shading. :)
Mr.Admin
Sun, 08/21/2011 - 23:28
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I agree, this is looking really good.
About the minimap do you plan on making it coarser?
I think it would look great with a "CRT" feel. You could achieve such an effect by stepping x and y 8 pixels at a time and pasting sprites into the texture instead of using a set pixel.
Great stuff !
François Gutherz
Mon, 08/22/2011 - 00:58
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Ah, right! I just did it with a BlitRect as you suggested. It doesn't look like a CRT, but more like some coarse hand-drawn map.
Thx guys for the nice comments.
Mr.Admin
Mon, 08/22/2011 - 01:20
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Whatever works! :D
Off-topic: The forum new post detection finally works, hooray \O/.
François Gutherz
Tue, 08/23/2011 - 01:10
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Update.
François Gutherz
Tue, 08/23/2011 - 09:19
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Haha, I really love how it looks like. Besides, it should help the player to remember & identify each level, as some sort of sign...
Maybe I should swap the positions of the level's name & the artifact counter?
Mr.Admin
Wed, 08/24/2011 - 09:41
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It's working great! If at all possible, you should display the player ship as well as the artifacts on the minimap as dots.
I don't think the scanner you have at the top of the screen works for that kind of gameplay. At the very least it doesn't look like it "belongs" to the game and could benefit from a scifi reskinning.
This minimap makes me think that it could be great to design levels using such a representation instead of the other way around. The only troublesome point would be on selecting the correct 3d block for a given dot in the minimap...
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