Koalabeast Games

Category: Art (page 2 of 4)

Walls and the Bombs That Don’t Blast Through Them

It’s taken a while to nail down the wall art. We wanted them to be visually detailed (complete with shadows) but still have a simple method for texture pack artists to override the look. We’ve met that goal and now feel comfortable showing the concept art for walls:

Big Time Concept Art

This is concept art. Not all of the tiles represent their final form – but the walls are very close to their final look. Small details like the yellow striped warning panels and the air vents will be positioned by map designers. We plan to have more of these subtle visual modifications that help map designers spruce up levels.

The button and bomb are near finished. As well as some wiring that will optionally run along the floor visually indicating what buttons control. The bomb’s respawn animation will feature the doors quickly opening, and then bomb rising out and arming itself. The button you see featured in the art has a timer attached to it for delayed actions – this is something we are considering doing.

Right now, bombs can’t effect players through walls. This is a pretty interesting change from TagPro Classic. It will be fun to see how this plays out in map designs and play testing. However sometimes map designers want a bomb that can only be detonated remotely and not by touch. In classic, we often would put those bombs behind walls. In TagPro Next, we are considering making another version of the bomb that is surrounded in some kind of impassible wiring so the bomb can’t be touched or passed through when deactivated. Or maybe there is a tile that is impassable like a wall but blasts can pass through.

Here is a video showing some of the early bomb mechanics:

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The Spike Does Not Move

spikes

This week we worked on the design for the spikes. We all wanted a style that was similar to classic  that would fit in perfectly to our new design. The screw head for each spike is oriented a bit differently to give each of them some sugar.  In other news, this week viewport scaling and mousevent code has been added to the map editor. The client/server branch has been re-factored , and a neat data serialization portion added.

 

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Speed Boosts Graphics, Client/Server and Material UI

The tooling for the map editor is coming along, hopefully we have something to show in a couple of weeks. On the same note, progress for the overall user interface is happening. You can expect the new user interface to work more like an application and less like a web page. Right now, it’s looking like we are going to use a Material UI framework for the user interface. This will provide us a smooth and simple UI that will scale well to smaller screens if needed.

We have speed boosts graphics! In TagPro Next speed boosts will be spinning discs that hurl a player when touched – we hope you like them. We also have the very beginnings of the client/server communication working. You can see both the speed boosts and the client/server in action in this week’s video:

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