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STEGOBALL:

We've been experimenting with incredibly small terrain chunks, like 20-40 pixels wide even, to see if that produces interesting results... but mainly it's produced a lot of very uneven terrain.

We're going with more mid / large sized terrain chunks, but a large variety of them to get the SWOOPINESS that stegoball needs.

We also experimented with a little 3D effect where the foreground scrolls at a slightly higher rater than that the background that is just behind it:

See if you can notice what I'm talking about....

The foreground is just a tiny bit faster.  Then the idea is to make another layer in front of all this that goes even faster, and the layer in the middle will be where all the action takes place (where the dinos actually go)

The example you see above is just a proof of concept.  We're using a different kind of camera in Unity that can't support the way this was done, so the next step is getting this working in the current way we create and move terrain pieces.


PTEROPOCALYPSE UPDATE

I am finally in a position to start on this next week!  I'm pretty sure I'll be using the new Tiny Unity framework, which is an ECS (Entity Component System) based framework that outputs to html5 only.   But since it will be (sort of) Unity, it should be easier to massage into Dino Run 2 proper later on....


That's all for now...

-Miles @ Pixeljam

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