For parts of today and yesterday I’ve been working on adding elevators to Vox Venio.
Like doors they are triggered, and come in three colours.
They are just placed in the level file, they have to intelligently figure out how far up and down they’re meant to go. These two are “sensing” that they need to go from the ground up to the top of the crates. The specifics regarding this algorithm may need tweaking.
Elevator speed is defined per-elevator.
I don’t like the “bouncing down” thing riders on the elevators do when descending. That’ll need to be fixed.
Safety first! The elevators won’t crush things, as shown.
Nothing much to say about it. It does show off some new art from kcilc, especially with regards to player and rover animations. The point of the video is to show two different background layering approaches, can you spot the difference?
I should mention that music in this video, some previous videos, and no doubt for future videos is by Nebyoolae. Nebyoolae did much of Impulse’s music, and is Vox Venio’s composer (and maybe sound effects guy, too).
I’ve been refining doors and switches. This video shows the how switches and doors have a colour-coding thing. I quickly knocked up a really basic puzzle that shows how the hero and his rover will need to co-operate to get through levels.
The video also shows some new animations for our hero, courtesy of kcilc. Don’t pay too much attention to the door and pad art, that’s all my doing.
Next I’ll probably be adding more switches other than pressure pads, as I talked about in the last post.
For anyone curious, the level’s map is shown below. (Read this post for more background on mapping).