Deep Sea Progress!
Drew a nicer sub in inkscape (heavily influenced by Alvin of Titanic lore), added undersea currents (in the way of shifting particles), thx to RB[0] on #pyweek for that idea! Collision with the trench wall is working, as well as sub damage when you hit it, and scientific samples (red dots) nicely scatter with a bias for the deep. Add to that some nicely scrolling gauges on the side to show depth and velocity, and it is starting to look niiice. Ok, probably should make gameplay (collecting of samples) next, as well as loss of control of the sub as you get deeper. Also want to add some texture to the trench wall that is niceley blended depending on depth (and lit up by the cameras in the deep). This will be quite a hack in pygame with surfaces. I really should be moving to pyglet to utilize opengl's mad blending skillz. Here is the latest!
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saluk on 2008/04/02 07:03:
This definitely has atmosphere. I am getting the bends just looking at it.