Today (Or what would have been on Monday – Cheers, my faith in internet applications) is a massive update on our Dwarf Dash project.
Firstly – as detailed in my last post, the name has changed to ‘Dwarf Dash’ and we now have our title art as below;
Now – the more exciting news is that we have several fully rendered levels. They’re all playable, and whilst only simple tracks all have working collision meshes.
The sprite physics have all been tweaked and we believe work well on every level, and there’s some feeling of speed attached to make it a fun little game.
Then there’s 3 biggies:
ANIMATION – Our sprites are now animated – so as they wonder round our dreamed up levels they’ll be pedalling away with the wind blowing through their hair.
SOUND - We’re close to deciding on background audio, but our dwarfs now have a sound as they move about too, this varies in pitch and speed depending on the movement of the cart. Again, this gives a great feeling of speed and of things going on around you.
AI – Yep – AI. This as of yet isn’t quite finished, but there are several AI characters in the game, at present they have no real pathfinding ability (Although there’s some weird attraction to seeing them scatter) but this is under review and should be sorted fairly soon.
I think that’s it for now – But what was a working prototype is now all of a sudden starting to look like a real game – Menu elements are being designed and hopefully — We’re not all that long off submitting the thing for approval!
We’ll be regularly blogging here and on our parent site under ‘Ludum Racer (challenge blog)‘
Further to this, both myself @deltamikealpha and Gareth @36peas will be tweeting about the project as it evolves.