I totally agree, I thought it could be fun to play this game in multiplayer.
A third-person point of view didn't work well, because the view was mostly blocked by other nodes.
Maybe a 4 dimensional point of view would work :D
in my wormball minigame implementation, I have the player's head 1 node above the snake head, and the snake itself is not a full node, but a self-implemented connected model that is about 1/4 node thick. That makes it easier to see. Also the player is invisible, and the head is a node. IMO that works a lot better. I have also seen an implementation with smooth entity movement
Funnily I wanted to make the snake thinner and connect it like mesecons, but I was too lazy and now I think
it is part of the art style and I don't want to change it anymore. :D
If I have enough time and motivation, maybe I will try to make the snake movement smoother by using Hume2's
discrete_player api.
I like snake games, but I think 3d port don't work well here. Maybe with a third-person point of view.
I totally agree, I thought it could be fun to play this game in multiplayer. A third-person point of view didn't work well, because the view was mostly blocked by other nodes. Maybe a 4 dimensional point of view would work :D
in my wormball minigame implementation, I have the player's head 1 node above the snake head, and the snake itself is not a full node, but a self-implemented connected model that is about 1/4 node thick. That makes it easier to see. Also the player is invisible, and the head is a node. IMO that works a lot better. I have also seen an implementation with smooth entity movement
Funnily I wanted to make the snake thinner and connect it like mesecons, but I was too lazy and now I think it is part of the art style and I don't want to change it anymore. :D If I have enough time and motivation, maybe I will try to make the snake movement smoother by using Hume2's discrete_player api.
then you may consider making the snake itself transparent... one issue i remember was my view being blocked by the snake