Tag Archives: custom
Just added the code to get in and out of custom areas… Was a bit complicated, considering the data flow of the game (I didn’t predict this when I did that code back in the Indie Speed run). Anyway, got that working, plus script binds for lights and props. Oh, and the intro cutscene to […]
Got the custom areas working in game! Still have some work to do in transitioning from custom areas to the normal planet areas, and vice-versa, but the base code is done… I still have a lot of work to do on the temple: introduction cutscene, a new type of enemy, a special hazard and random […]
Added the custom voxel object to the game today, which solves the problem I explained yesterday. The custom voxel object takes care of heightmap and of inserting the voxel map into the game. I’m still missing the props and the action nodes, but that’s easy to add at this point. Also added some functionality to […]