Prototype: Deep Space Forensics update 2 October 16th, 2009 by 31eee384
I made a new prototype, and you can see it here.
First of all, I made massive performance improvements. I’d even suggest turning on high quality in the right-click menu. If your browser supports it (I know Google Chrome and Firefox do) try pressing f11 for full screen after putting the quality at high for even better graphics.
It turned out that caching the whole screen as a bitmap every frame to take an alpha mask of it takes more time than I thought. I quickly made an alternate method, so now instead of an alpha mask, it just has a normal (much faster) mask, and after it’s done with that it puts a gradient circle on top to make it look like it’s fading. By altering this method a bit, I think I can make the edges of the light fuzzy (so you can see what’s on those boxes, not just their shape) by programatically making that gradient. But that’s for next time.
This will probably be the last prototype for this game I’ll be making for a while–my brother (aka Eavan) wants me to make a different game to completion. I’ll be using this engine though, so it won’t be lost.
2 Responses
Me Says:
I’m so confused on what I’m supposed to be doing :P
But it’s very schnazzy looking and I like the whole flashlight idea
31eee384 Says:
Just move around and try to get as far as you can. You’ll eventually see some text telling you how to get between the two levels (sadly it doesn’t actually work) and then you know you’re at the end. Also: follow the red arrows. They have a point, and I designed the level to be hard to complete if you don’t pay attention to them.
So far it’s just a prototype though, so it’s not designed to be completed, just to be schnazzy.