Despite the appearance of this as a marble game, the models (blocks) could easily be swapped out and instead of marbles (not pictured here), one could use animated characters. This particular playing field took about 2-3 hours to design/assemble, but would have gone much faster had I implemented some more features (such as cut and paste) in the level builder tool. The blocks were built using Blender and PaintShop Pro and those took additional 6-8 hours.
The engine also has basic physics capabilities built into every model. Each object has mass, velocity, and acceleration properties. I haven't used any physics yet in this particular project, although I will test that to see what effect it has on rendering speed. I will also probably attempt to simulate friction at some point.
Were I to actually ship this game at some point stage it would need:
- Sharper differences between the blocks and the blue playing field below (i.e. shadows)
- Game mechanics/goals that differentiate it from Marble Madness
- Different enemies other than black marbles, green puddles, green Slinky-things, etc.
- Add things like chutes, elevators, etc.
Next up: Putting marbles onto the blocks and setting up basic AI for the enemies.
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