Saturday 13 April 2013

Smash then several knocks.


This post is going to be about the Blip Beam in the game.
Have a look at this video from 0:20 to 0:40. 



You see how there is a pellet which hits a receptor which activates a piston.
Well at the start I wanted to make one. So I had one of those pellets which after one dies, another spawns. 
The pellet has to hit the receptor to activate something. I soon realized that was an unoriginal idea. So I put it into my own hands to add a stream which goes with the pellet.

Now I decided that when the pellet hits the receptor it opens up a gateway for the stream to pass through. I could execute this well in levels. 
e.g. 
Need to open a door? Stand in a position so the beam redirects into the receptor. The pellet will hit the receptor, causing the door to break open a lock. The door has one more barrier. As the stream is fired onto the receptor, the door will slowly start opening. If you stop the stream from hitting the receptor, the door will close instantly. Once the door is opened, you fire through the open door hitting a panel. The panel spawns a cube which flings across a chute and lands down into where you were standing, redirecting the stream into the receptor. The door is now fixed open until the cube despawns.

I made the receptor so here is the timelapse you've been waiting for:

Friday 5 April 2013

Faulty Dice Explained

The faulty cube will show up quite a few times throughout the game. One of the most confusing things to predict is when the faulty cube will be spawned. I originally had it that every 1000 cubes you spawn, a faulty cube will appear. But I changed it a lot and here's the simple version of what happens:

Each platform has a limit of cubes you spawn before you have to reset to spawn anymore cubes at that wall. The lower the limit of cubes, the higher frequency the faulty cubes spawn.



To tell you what is happening, every cube you spawn, the 'random faulty cube' dice is tossed. The script says that the range of the random faulty cube is the cube limit plus one. 

Say you have a cube limit of 2, the random faulty cube range will be 3. That means there is 0.33% chance that out of the two cubes spawned, one will be a faulty cube (1-(2 divided by 3))

So what if the cube limit is 29? The random range will be 30. That means there will be a 0.033 percent chance there will be a faulty cube spawned (1-(29 divided by 30)).
The chances get smaller the bigger the cube limit.

Tuesday 2 April 2013

Velocity Gates Remastered

So the problem I've been facing with the motion blur and the velocity gates is when you touch a velocity gate and you are sprung to the target, you can look around and your motion blur will rotate with you. So I spent some time and I figured out how:

Pixels Filter

So, if you've had a look at  the videos where I hit the Pause time receptor and there is a blue texture, well I've decided with all screen effects, I'm going to have a rather pixel look e.g. Going into water.

Here are the different images of the new screen filter for Pause time Receptor:





To Pixelated (32):



















To Detailed (2048):

Perfect: