Thanks You all for the nice comments and for voting my Design Document too
Nowhere in your document do you say what kind of elements are required to be moved, how'd they be moved, will the enemy return them, etc...
What you mean with elements are required to be moved? I can't see this in my dd.
For better understanding look at the picture below. Strangely, the other users understand this.
Nothing in the design document has a scale, how big's the player ship?
The Physical World scale: WED = 1 Quant = 1 Unit = 1 Pixel
Units to cm baseline:
16 = 32cm
32 = 64cm
64 = 128cm
128 = 256cm
256 = 512cm
512 = 1024cm
1024 = 2048cm
2048 = 4096cm
iBot player = 256cm * 4 = 1024cm = 512 Units
How do they even attack in the 1st place, never mind what the time of day is?
minutes = hours
How do you get lost, is it game over, game restart, lose a life, retry level, start again from death point, etc...
lose a life, but when all life get lose then game over and start again from first level
Originally Posted By: Robert Judycki
Water
There will be water in the world that looks awesome and our game engine will
handle it beautifully.
This really doesn't tell anyone anything.
Shader does this.
Again, name which collision you'll use.
OBB or AABB I'm not sure at the moment yet.
Here is my first level design as blocked-out scene:
(Right click it to go fullscreen)
Level Design in Progress...
All documents are pretty, but one can win.
Therefore, I wish you all the success!