Development Diaries, Volume 14
Posted by Alex Jordan on
Turn your sound on for this one, I finally added music!
For a change, this Development Diary doesn't require much in the way of discourse. This video represents a lot of features and ideas that I've described previously. So, let's jump to a list of what the video is showing:
- Updated Water Background: Please give me your opinion on this! I've gone through about five or six different water backgrounds at this point, all of which bothered me (and others) in some way. Hopefully this is a step in the right direction.
- Less Blue-ish Nighttime: Because the water background has been changed, I softened the nighttime hues so that the screen doesn't turn into a mess of bright blue during the nighttime sections. You can still see the coloration in the different countries.
- Music! Music is something that I put off for quite awhile. I added it for this video to mix things up, but also to give an idea of the tone I'm shooting for in the game. I also created an AudioManager for my game that I'll use to implement other sound effects in the future.
- Proper GPS Positioning: I doubted myself initially, but in the end, I was able to sort out the Equirectangular Projection issues and get Latitude and Longitude to be correctly displayed in the game. I also had each location properly inherit this position... previously, the selection animation would just drop the green arrow wherever the cursor happens to be. Now, it drops it where the location actually is (thanks, GPS) and gives an appropriate score multiplier.
- Fading Pie Wheel: I found some really obscure islands in the South Atlantic and South Indian Oceans that were clustered around Africa. They'll make for some really great harder-level locations, but to correctly select them, ya gotta see them. As a result, the Pie Wheel fades out when the Selector gets close so that you can see what you're doing.
- Smaller Text: It still shows up well on my HDTV and on my laptop, but I'll need the room to add more HUD features later on, like the Score and Timer counters.
Next items on my list of Things To Do:
- Scoring: Score multipliers are now correctly assigned based on accuracy, but nobody's listening! It's time to assign base scores to Easy, Intermediate, and Hard locations (say, 1,000 points, 2,500 points, and 8,000 points) and to actually start racking those scores up.
- Scoring vs. Time on the HUD: I haven't really touched on the HUD since I posted that Photoshop render a few weeks back. The next step is to actually set up a Timer to go along with the scoring system and have them show up on the HUD, probably in the lower right corner of the screen.
- Audio Cues: There needs to be some plinks, sweeps, and swooshes to accompany the animation that plays when you select a location. Now that I have my AudioManager, I have the framework to add sound effects!
In more personal news, I feel a bit better about continuing to press ahead with Around The World, even though Globe Clicker is still out there. That developer, talented (and fast) though he is, has a geography game monopoly on Xbox Live Indy Games right now, which I have every right to compete against. I think my game will wind up with better graphics, better presentation, and a more fast-paced gameplay feel. I think both games can coexist in the market together. Heck, mine might even stand out. We'll see!