Josh, with help from Lincoln, got the basic health mechanic working. Sam is given three hats, or lives, at the start of a level, one of them on his head. If he gets hit, the hat flies off in a random direction. Sam is now hat-less, and if he gets hit without a hat, it is game over.
When you are in this hat-less state, you have two options. Option 1 is ignoring the hat and letting it disappear, therefore losing the hat in the process. Option 2 is scrambling after the hat before it's gone. If you get to it in time, Sam will pick it up and you won't lost that hat / life. However, if you take too long and it vanishes, Sam will pull his second hat out of nowhere and put it on his head.
If you lose all three hats, it's game over, so protect your hats!
Manny is working on the AI for the Tarsier, which functions as both a spot light and alarm. When the Tarsier spots you he calls over the nearby enemies. When the enemies see you on the way, they will move in to attack, and if you escape the scene in time they will look around for a few seconds and go back to patrolling.
The Armadillo has been rigged and animated by Steven. This enemy will walk around slowly, searching for you. When it spots you, it will roll up in a ball and attempt to run you over. If you get out of the way in time, it will crash into a wall, getting stunned in the process. This is your chance to attack. The animation needs some work but it is good for now.
Acorn model and texture. These are all over the level and can be picked up. |
Murillo modeled a turret that spits out fire when you get close. The best way to avoid it is to crouch under the flames. |
A cartoon wall texture by Murillo. |
Justine finished the HUD |
Acorn vector for the HUD |
Hat counter by Justine |
Hologram vector by Justine. |
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