Monday, March 26, 2012

DM-Kinesis Alpha Phase


I've been working intermittently on this over the course of the past several weeks, and have logged about 40+ hours getting the BSP layout hammered out. I've completed the trimming and have just started deciding on what to do with it as far as visuals go. I believe I will populate the map with some yellow-colored light sources and will have tanks of water that fill up until the U-Damage has become available. This should provide an audiovisual cue that players will quickly begin to associate with the U-Damage's availability on the map. When the U-Damage spawns, queue a sequence that triggers the release of the water into several shallow pools in the map to be drained. It's a fairly expensive sequence according to one of my friends, but I think it shouldn't be too costly if I minimize usage of emitters and other particularly expensive things.

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