Good progress. I like the new look of the test rooms and the enemies actually felt dangerous now. Here's some powerup ideas: Become a 2D sprite on a wall to walk through slits, evade enemies or so. Similar to that one zelda game. It's been only done in that game afaik. Or how about becoming a "cloud" (figuratively) for a brief moment. You could use it to evade attacks (which would go right through you) or float during a jump or to soften falls from big heights. Or a device that creates a sphere where you shoot, that flails projectiles back where they came from, but the twist is, if you shoot it under your feet you propel yourself into the air (TimeShift had that one but the propel into air thing was rather a bug).
Is it worth maybe loading the current room, plus all neighboring rooms? You still get the benefit of not having too many system resources being used, and there won't be any noticeable pop-in but you'll still need to be careful about enemies reacting to the player from the rooms you're not in.. Or maybe you could have everything loaded, but set to inactive. Then simply Set Active when the door to the room is shot (you'd probably need to group every asset in the room under a single object for simplicity. Then, when the door closes behind you, set the previous room to inactive (which would preserve it's state, if that's what you want, otherwise you could set up a routine to respawn enemies etc. when the room is activated again). Going from active to inactive is a very fast operation, since everything is already present in memory, so frame drops shouldn't be an issue
Doors can open without a player going through. The door goes up when a player is next to it, so can't have either room going inactive unless the player is on the proper side of it. I like the idea of having all adjacent rooms be active though. That could definitely work.
Good progress. I like the new look of the test rooms and the enemies actually felt dangerous now.
Here's some powerup ideas:
Become a 2D sprite on a wall to walk through slits, evade enemies or so. Similar to that one zelda game. It's been only done in that game afaik. Or how about becoming a "cloud" (figuratively) for a brief moment. You could use it to evade attacks (which would go right through you) or float during a jump or to soften falls from big heights. Or a device that creates a sphere where you shoot, that flails projectiles back where they came from, but the twist is, if you shoot it under your feet you propel yourself into the air (TimeShift had that one but the propel into air thing was rather a bug).
I like the cloud idea. Reminds me of SotN mist. The sphere thing I'm basically doing, but with the charge shot.
Powerup ideas! There are a ton of 2D metroidvanias but building stuff in 3D hasn't been done as often. Give me your best ideas.
B-hopping
Is it worth maybe loading the current room, plus all neighboring rooms? You still get the benefit of not having too many system resources being used, and there won't be any noticeable pop-in but you'll still need to be careful about enemies reacting to the player from the rooms you're not in..
Or maybe you could have everything loaded, but set to inactive. Then simply Set Active when the door to the room is shot (you'd probably need to group every asset in the room under a single object for simplicity. Then, when the door closes behind you, set the previous room to inactive (which would preserve it's state, if that's what you want, otherwise you could set up a routine to respawn enemies etc. when the room is activated again). Going from active to inactive is a very fast operation, since everything is already present in memory, so frame drops shouldn't be an issue
Doors can open without a player going through. The door goes up when a player is next to it, so can't have either room going inactive unless the player is on the proper side of it. I like the idea of having all adjacent rooms be active though. That could definitely work.