Walls can fall - Week 3
Overview:
- Creation of the first enemy - A wall (Had troubles figuring out the style for void enemies)]
After creating the core mechanics of the game and the basics for the environment, I needed to figure out what the player would actually be fighting! I decided that I needed something to contrast the 'good blue' theme that the environment has - yet still not be too invasive. I thought that a mix of black and purple would look good, and found that it worked quite well! I came to call the type of enemy the 'void', as this is a common colour scheme for that sort of trope in games. In terms of actual enemies, though, I needed something a bit more practical.
I decided to make a wall! Well, not any type of wall, but rather a wall that can be teleported through and destroyed. This would be the first major obstacle the player would encounter, and teach the player that they have to teleport through it to damage it and get past - it also shows the player how to kill the evil purple things!
I started working on the idea, but I found difficulty in presenting the style. My very first prototypes of the wall and 'void style' were... interesting, to say the least.
I found that this result just wasn't working - not just how the wall exploded, but how it looked. I created multiple variations of this 3D model that had pulsating parts and shifted, but none of it felt right. So I thought I'd go to the drawing board, and created a 2D drawing of what I wanted.
Turned out, that actually looks nice (compared to my 3D attempts anyway), so I decided to use that instead! I used a normal collision box for the sprite, and placed it over the 3D model I had in place earlier. I found that it looked rather nice, and decided to add additional blobs and bits to create this feeling that the area was infected with the void.
Coming to the technical side of things, the original 3D model was actually created with multiple pieces in 3DS MAX. I then imported the model, and set up things so that when the wall is 'damaged' by the player, it enables physics on each piece of the model. Since parts were actually intersecting, things... ended up exploding.
The actual wall itself is simple, since I didn't have time to prioritise. When the player teleports through the wall, and the wall receives damage from the teleport, wall effectively just deletes itself.
I decided to make a wall! Well, not any type of wall, but rather a wall that can be teleported through and destroyed. This would be the first major obstacle the player would encounter, and teach the player that they have to teleport through it to damage it and get past - it also shows the player how to kill the evil purple things!
I started working on the idea, but I found difficulty in presenting the style. My very first prototypes of the wall and 'void style' were... interesting, to say the least.
I found that this result just wasn't working - not just how the wall exploded, but how it looked. I created multiple variations of this 3D model that had pulsating parts and shifted, but none of it felt right. So I thought I'd go to the drawing board, and created a 2D drawing of what I wanted.
Turned out, that actually looks nice (compared to my 3D attempts anyway), so I decided to use that instead! I used a normal collision box for the sprite, and placed it over the 3D model I had in place earlier. I found that it looked rather nice, and decided to add additional blobs and bits to create this feeling that the area was infected with the void.
Coming to the technical side of things, the original 3D model was actually created with multiple pieces in 3DS MAX. I then imported the model, and set up things so that when the wall is 'damaged' by the player, it enables physics on each piece of the model. Since parts were actually intersecting, things... ended up exploding.
The actual wall itself is simple, since I didn't have time to prioritise. When the player teleports through the wall, and the wall receives damage from the teleport, wall effectively just deletes itself.



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