It has been one month now-one month of development. I have Shanghaiied a programmer, A, and he has now created the core of the game PumP.
I have tied him up to the window grille, allowing thirty minutes a day of exercise and a single bathroom break. I am not heartless.
The core of the game is the character controller. It is a very specific kind of movement, one that is completely limited to a world created solely from these.
The ‘Cell’ is the building block of the PumP game universe.
I’m creating the environment myself; the last time I used 3D software for production was three years ago so I had a bit of catching up to do. I’m pretty comfortable creating environment meshes now, and texturing them- as long as no professional 3D artist EVER sees my unwrapped UVs.
This is version 1; no doubt, I shall be making several iterations.
The prototype, as one may call it, was ready a while ago- The character simply ran and turned at the junctions.
Yes, that is Old faithful Unity Builder guy with spanner. He’s awesome.
I was a bit worried about how disorienting it would be to rapidly turn 90 degrees rapidly; would the player be completely lost, direction-wise? Whaaa, whatwherehow?? It turns out that it was not the case. Temple Run, for example, has 90 degree turns, but they aren’t that frequent. It is going to be a challenge to create a rich, varied game universe from these simple blocks-but I have some ideas about that.
I just have the green spaces (see the 3D model f the cell?) to place stuff. The game world is going to be very geometric and organized by virtue of its building blocks, and I will need to create some chaos and disorder within that world. I can see houses, trees, barrels, cows(??). Windmills. I heard at VFS that windmills in games bring luck.
I should have put a windmill in StarTrail.