Saturday, June 17, 2006
And the HUD
And now, weighing in at 39 prims of pure shiny... The Monster Machine HUD!
This thing turned out much better than I expected. The heart icon turns into a skull-and-crossed-bones when the player dies/is out of play. Eventually, when the scripts are complete, the clock readout will display elapsed time in minutes and seconds. If folks somehow manage to go over 99:59, well, they really need to find another passtime. Either that, or they're cheating their asses off. Eventually, I'll need to put in some more work on the high-level game to deal with excessively long playtimes. Maybe I need to either build in a victory condition, or go the old Atari 2600 route and have the game speed up until it's too fast for a human to play (unsatisfactory, but easy). I'll burn that bridge when I come to it.
Still have to complete the scripting for time, health, and grenade readouts; write the Berserker code; script the Holy Hand Grenade; create the entry lounge and game information kiosk; come up with a high-altitude rezzer that can rez a building this large at 1500m, and make a high score system. And work out a couple of maddening, recurring bugs. Long way to go.