Prototype--Week1--SlimeTrails


The next major step for our prototype was designing the slime! What even is a snail racing party game without piles of grimy shiny slime?


There were two different ways we looked at creating slime, the first is instantiating 3D slime objects, and the second was painting 2D sprites trailing the snail.
We setup a script that lets you set your shell and slime colour, and then instantiates a basic cube after a certain distance has been travelled.
This acts as the slime trailing from the snail. We then use raycasts to check if the player is travelling on slime and if so boosts their speed.





We also looked at creating 2D sprites which came with its own sets of issues, and on paper we thought it might be less intensive than creating 3D objects, in the process of trialing 2D sprites we ran into a issue where they weren't registering 3D raycasts, so we needed to convert them all to 2D rays and vectors. We also ran into orientation issues, as well clipping issues. In the end we decided to stick with the 3D version we already had running. 

In the future we will look to how we can improve performance and keep the game running smooth as well as visual improvements to make our slime feel more slimy!

ERROR -- BZZZZZZZZ -- SSSSLLLLIIIIMMMMEEEE -- BZT

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