More work on level design. This time on hazardous environments.
Sunday, December 6, 2009
Thursday, December 3, 2009
Level design
Some work has been done on level elements, and transportation devices in particular. Tubes will suck a player from one place to another. Spring platforms will launch a player up into the air.
Tuesday, November 10, 2009
Work on the Hoovoods logo
After an unfortunate system crash during the exams: I am back to work. I drew a logo for Hoovoods. It might be improved or replaced in the future, but I guess we will stick to this one for a while.
Saturday, November 7, 2009
Sound
Another new feature has been added to the game, sounds! We're using OpenAL in combination with the OpenAL utility toolkit ALUT. This allows us to play .wav's. Wav's just take a rather small amount of memory because it are often just small sounds, however we also like to play background theme songs. These songs often have sizes of 3-5 megabytes. We prefer not load this amount memory at once and therefor we're streaming the theme songs. We're not using .mp3's for this as mp3 requires a license, so we've chosen for ogg. Ogg is as good as mp3, some even say it's better. But the great thing is that it's free for use in development.
Wednesday, October 21, 2009
Crosshairs
For the initial development phase, we have chosen five weapons to work out completely. Since it was planned to have different crosshairs for some weapons, I designed some for hammer, the revolver, the submachine gun, the rocket launcher and the grenade.
Helmets
Helmets can be added to the character to add more personality. The way of obtaining these items is still under discussion.
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