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...
I learnt back in college that putting sound effects into games can make the world of difference to a game, I was making a game about playing as a post apocalyptic taxi driver where the bad guys drive after the player and shoot at them. While play testing the game it seemed quite easy to get a reasonably high score until I added gun sound effects to the enemies and suddenly the real pressure of being shot at had an impact on how the player plays the game. Having seen how much of a difference sound effects can make to a game with not a whole lot work I've since tried to put sound into my projects where possible. To this end I've put multiple sound effects into my current project, from coins jingling to ambient noise [for wind, water, and electrical buzzing sound effects] to relays clicking on to multiple mechanical and metal breaking sound effects. [note that all sounds where taken off of YouTube and then converted to mp3s, wavs, and edited down via a multitude of incredibly sket...
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