And voila, the fence demo. Although a lot more polished than it necessarily needs to be, the video articulately displays the differences that the implementation that the fence mechanic would have in total war.
Play the game so far - https://arthurs2000.itch.io/perfect-toast Over the last few days I've been working on my project 'Perfect Toast' and have added: - Main menu - Pause menu - Level select menu - Introduction level - Levels aren't infinite - Player rating Since the last update, I've added an introduction level where a manger will introduce the player to the process of how to make toast, although this will require a some playtesting from people who aren't me, since obviously I know how the game works. Although still a work in progress, I wanted the UI to reflect the aesthetics and visuals of the brand, 'Perfect Toast', and so have had to start thinking about the visuals and aesthetics of what the inside of what the shop would actually look like. For a most of the background elements I've went with using a peg board texture along with a font that reflects that used on menu boards in coffee shops start-up cafes. Now that I've got the basic ...
Over summer while I was out of uni I started working on a project in my own time [I say 'a project' rather 'a game' since working a job and trying get my real life car fixed took up a lot of my time] Although I modelled the low poly cars myself they're not necessarily what I'm trying to show off [thou they are very nice] what I'm proudest of is how I've set the code up. All of the cars handle and behave very differently to each other [for example some are faster down the straights, some carry more speed into the corners while others don't start braking until later, some will drift around corners etc.] despite that they all use the same AI control script and follow the same path. Although this is still very far from being a finished game and there is a lot more optimisation that could be done but just watching the AI running around the track makes me happier than is probably reasonable or healthy. The next step for this game would be using the AI...
Since the Tees transporter bridge is just that, a transporter bridge, the platform needs to move from one side to the other. I chose to do this by making the platform move along a spline [an almost criminal under use considering how much a spline is capable of] but the main reason is partly because I mostly already knew how to use a spline, having used them in the past, but also at a set point I wanted the platform to plunge into the water [although the bridge is a landmark and dearly loved I thought it only fitting, and also because I didn't want to have to model the other side of the river]. However it was almost impossible to convincingly replicate gravity and drop the platform into the water in a way that seemed natural so at the end of the spline, just after it dips, it sets simulate physics to true allowing simulated gravity to do all the work.
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