Another reason I decided against the education cut-scene idea was that I thought the game would be too impersonal then. There would be no feeling of purpose. The game would basically just be saying; "Here, this is how the human immune system works. Now go play these levels!". My idea now is that you are actually healing someone who is sick. I think this will make the player feel like that are actually accomplishing something instead of just playing the levels for the sake of it.
So enough jibberjabber about my game-design shortcomings and on to what I've actually gotten done in the last few months. I'm onto the third of four organs now. I'm playing around with some swimming mechanics, so I'd say I'll set it in the kidneys or liver maybe. Not 100% sure yet as I still need to do some more research into the two before I decide. I've gotten all the mechanics and stuff done for the lungs, and I've re-designed all the stomach levels to incorporate the many changes and un-changes I've made. Here's a video I made showing some of the stomcah and lung gameplay (yes it's a smoker lung):
You might have noticed the little guys multiplying at the end of each level. These are the bacteria/viruses etc that you will have to kill. The idea is to reach them before they outnumber you. I'm thinking of having two difficulty modes. Normal, where they will never multiply past 15, so that you have a bit of leeway to lose some of your guys. And hard of course, where they will just keep multiplying until they outnumber you or you reach them first.
I've also recently discovered (to my dismay) that the game was terribly optimised as far as the graphics code goes, so I've spent that last while working on bringing down it's graphical demands. It was mainly a case of un-optimised shaders and lots of unnecessary actions involving rendertargets, but I've gotten it down to a reasonable level for now. I've added in some graphics options too such as, optional bloom, terrain highlighting detail, blood spatter detail etc so that if people have weaker graphics capabilities they can at least turn off the shaders and play on that way. For example, the three options for the terrain highlights are:
None:
Non-shader option:
Shader option:
That's it for now anyways. As always, take it easy and thanks for reading ;)
Felix.