Things have been a tad busy the last few weeks, but during that time I did managed to push forward on Rocket Penguin a bit.
I've started on the air combat gameplay, going for a similar feel to the StarFox series as a sort of flying rail shooter. Currently my challenge is to figure out a good way to lay out the levels in the Unity editor in a way that
Correlates to gameplay intuitively
Doesn't degrade game performance
Allows for interesting encounters (Enemy appears that was hiding behind something)
Doesn't make it prohibitively difficult to implement level checkpoints so the player doesn't always have to start *all the way from the beginning of the level*.
Here's some screencaps:
Unskinned quadrotor fighter enemy vehicle, also needs gunned.
Pictured are the models for three inanimate but nonetheless important objects-
The Jetpack Fuel is an item that appears in the level, and partially refills the player's fuel gauge to enable flight.
The Spike Plate is one of many obstacles that appear. Spike plates are extremely dangerous to touch, causing loss of health. They are sure to appear in great quantity and in inconvenient locations.
Next up: The first of the enemy characters to be modeled, the Snow Mercenary.
Look at him standing there menacingly with that machette.
A render in Blender, because I can't be bothered to
fiddle around with video capture software at this hour
or else this would be footage within the Unity engine.
He doesn't just stand there though, he will also suspiciously and furtively glance around like the sketchy character he is. Isn't that something!
EDIT: And now a Youtube video of the attack animation in Blender, instead of a GIF. I'm consistent.