Hey, folks! Just a quick update to say that the team is still alive and well. We missed the last couple of screenshot Saturday updates because there hasn’t been a huge amount of stuff for us to show off.
This is our crazy time right now. Probably 75% of what our shop does is mobile related, and of that, probably 75% is iOS, so the time leading up to WWDC is always a bit crazy for us. We’ve had to temporarily divert most of our staff to other projects. It’s a bit of a setback, but it’s the nature of our project. I think everybody will be really excited to get back to it at the end of the month.
Our movement mechanic has evolved organically over the last year to the point where it works fairly well. But, when code grows organically, it’s typically not elegant. I’ve been trying to take what we’ve learned over the last year of refining the mechanic and apply it toward re-implementing the same mechanic from scratch in a new player controller, getting rid of all the detritus of failed experiments along the path to our final working control scheme. I’ve also been making performance tweaks and have moved several bits of more intensive code to C++.
I thought I’d give our first public sneak peak of the movement mechanic. This is a video I recorded off of my iPad playing a very simple test level that I’m using while I rebuild the control mechanism so as not to interfere with the production environments. This is very much a WIP video - the new player controller doesn’t even support shooting yet. The art is all programmer art and the level is just a simple room that lacks any of the polish of our game environments.
Let me set up the shot for you.
In the HUD, there are several rounded rects. These framed elements are items that you can interact with. Currently, orange rects are places you can move. You pan the view by dragging a thumb or finger across the screen. When the crosshairs are over an action item, its appearance changes if that point can be used. Usually, if you can see it, it can be used, but a few special move points that have additional requirements. Some require an unobstructed view, some require you to be right next to them.
Different action points have different “selected” appearances. For a movement point, for example, the orange rect turns blue, plus we add a winged foot icon and a ground marker showing exactly where you would move to if you selected the point.
While the crosshairs are over an active point, if you want to take the action, you just momentarily lift your finger off the screen. In the case of movement, you’ll begin moving toward the destination point immediately. Even though your player is moving, you never lose control. You can look around, fire, even pick another movement point or take another action while continuing to walk
Here are the basic types of action points:
-
Move Point: move to the indicated spot on the map (used to move in the video below)
-
Cover Point: move to the indicated spot on the map and take cover behind an object
- ** Nest**: move to the indicated spot and take a crouched or prone shooting position
-
Button: turn a machine on or off, open a door, interact with a computer, call an elevator, etc. (used in the video below to turn the turret on and off)
-
Pick up Items: These items get added to your inventory (weapons, upgrades, ammo, collectibles) or are used immediately (hypo spray, medkit)
That’s the basic list, though there are variations on each. For example, there are specialized move points for moving up and down ladders and stairs and “slingshot” move points that automatically send you to another move point when you reach them. We may add other action points as development progresses.
Here’s the video. We’d love to hear your comments and feedback.
Full res version for download: