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Update 3 March
Tue, 02/03/2010 - 20:38
The latest version of Little Big Horns is out.
Things to try in this version:
- Headbutt some wooden fences and watch them crumble. We've got physics on the planks and they fall down and split. (minor bug: you have to hit the fence in the centre) (Thanks Blake for the destructible models!)
- Avoid cannons firing fireballs at you!
- Time it just right so you can headbutt and deflect the fireballs
- Walk through the magical sparkly gateways to teleport to new areas
- Collect runes as well as diamonds
- Ride the gently floating islands
- A much better headbutt animation (thanks Jade!)
- Headbutt wolves and watch their bodies roll away (minor bug: all the corpses are of grey wolves, even when you kill a brown wolf)
- Watch the clouds pass by underneath the islands
- Fall off the islands and be teleported back to safety
You can download the Unity package to import here: www.agw.org.nz/files/LittleBigHorns-Asgard-2March2010.unitypackage
There's been lots of little feature implementations over the last month, and I've mostly been picking away at them 3-4 hours a week while juggling family commitments. The basics of the game are coming together but I think we're near the stage where another features programmer would be useful.
Some ideas for next steps:
- Headbutting stuff is starting to become fun: fences, fireballs. We need to work on the enemy AI so it's fun to headbutt them. The wolves do a little recoil when you hit them, which is nice. The orc is obviously a horrible placeholder model.
- I need to make it so that deflected fireballs damage other enemies. We could start to introduce some nice physics-based puzzles.
- We also need a mid-air attack of some sort. Maybe the ability to headbutt in mid-air, or spin in mid-air so your horns hit enemies.
- The enemy AI is basic but OK at the moment. It can easily be improved, but we'd need to sit down and design how enemies would work. ie, a family of 2-3 different goblins with unique behaviours.
Any feedback or ideas welcome!
