Yeah the arena border "problem" did cross my mind. My suggestion would be to just stack the shit out of both the left and right "pants areas" (as Brad Muir would say) with cans, bottles, games, cables, "tricasters", boxes, posters, plastic containers, bags of Swedish snacks and other small and medium sized objects that are relative simple in design.
I think that the contrast in detail between the relative barren play field, and the visually complex "pants" will inform the player that this is an area you are not meant to pass.
I would need a little more width on both sides of the play area tho. Is there room for more, or would you like to keep it as tight as possible? I don`t know your limitations, so just tell me if the size and proportions are off. If we could nail the right dimensions for the background image early on, i would just keep sending you iterations on the image, so you at least have something half finished if you run out of time.
I have kept the UI-design in mind when making this. That is why the top area is rather bland right now.
By the way, when is your deadline? I am going on a mini vacation this Thursday, and if you wanted to take this to Pax, i guess there is limited time :P
(Btw: I am also 9 hours ahead of San Francisco time)
-Bob
/edit:
Oh by the way, when you say "thrown bomb appear on the opposite side" Do you mean pacman style, exit right -> enter left-> ?
I just had a silly idea. If we assume this game is recorded by the control room, you could have a REPLAY graphic appear on the screen when a bomb leaves the arena. The newly spawned bomb entering the arena from the opposite side could be inserted via tricaster for the show. Insert a different textured bomb with badly cropped borders and use that ghetto explosion animation Vinny has in his royalty free video clip library. Might be a funny reason for the looping bomb, and would be easy from a graphical perspective. Don`t know if it will complicate the programming tho. :P
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