PROCJAM / 7DFPS 2018: Day 6

PROCJAM, 7DFPS

Day 1, Day 2, Day 3, Day 4, Day 5

I’m approaching the end, so I need to wrap things up.  Here are some relatively quick fixes.

Pressing Escape will exit the game, but there’s also a diagetic exit at the end of the 6:00 road.

Also visible in that image is the trash fence. Burning Man is surrrounded by a pentagonal fence meant to catch anything form the city that blows away in the desert wind.  I added a circular fence to keep players from wandering off the edge of the world. The real fence has a square lattice pattern, but I made the width of the fence segments adjustable and I didn’t want to deal with the texture stretching, so my fence has only horizontal bands.

One of the last things I added to my Burning Man simulation was the Man himself.  He’s another low-poly mesh built in Milkshape, although the base is generated with the same Lathe that creates the Temple.

Camp structures will now fill long blocks.  I just re-run the structure placement algorithm with several starting locations along the long axis of the camp.

There are some weird things visible in the above image that aren’t normal camp structures.  Those are landmarks! Yes, I’ve finally added some landmarks to a game ostensibly about photographing landmarks.  There’s a two level-generator that lays out several paths, then puts objects along those paths. It can create.

Balloons (1 thin, irregular path with a large sphere at the end)

Towers ( a line of vertical lines)

Abstract art (irregular paths of irregular shapes)

An unfortunate side effect of these wonderful new landmarks: the AI Photographer doesn’t know how to look at them.  The Burning Man sim has overtaken the photography sim so much that the original goal of the project no longer works.  Whoops!  There’s still a bit of time to re-write the photographer, though.