EDIT: New vid. Just Slidin' around. More deets in post below!
Some Projectile pathing.
New Update. Particle effects on the exploding bombs. I recommend watching it at 720p. Full description will be posted in a new reply below~!
This is a doozy of an update.
I've been on vacation the last three weeks so this is the first time in a while I've had time to start coding again, and man, I've had a bunch of it pent up.
For starters, once again! I have redone my entire force system. The world collision stuff is untouched, but I've redone pretty much the entire way that non world objects interact push and pull with each other.
The main difference is that I've gotten better at coding and understanding how various things work. With this knowledge, I've been able to set up a system of lists that can update on what is associated with what and update accordingly. I'm pretty sure I'm getting the same results with roughly 1/3 of the calculations now. In addition to that, I can now have around double the amount of simultaneous collisions. I guess basically, I'm getting a whole lot more collision stuff done than I had before, at a cheaper cost =)
Now, onto some of the more apparent stuff. I've added a few particle systems to the game. For starters, you can see when the player charges his attacks, he gathers stars and when he attacks, they go flying. They don't do damage and are pretty much just there for show. I plan on updating the way they act further but for now, you can set them to charge at various speeds and also dictate their direction when you send them flying. I forgot to do it, but if you miss the attack, you don't get the smear.
In addition to the stars, I've put in some other things that make the combat feel a little more forceful. Mainly, you may think the game is slowing down, but it's actually a feature. I swear! I can now control the slow motion on the fly. Currently, it'll go into a slight slow motion when the player is charging an attack. It also goes slow for a moment when the player uppercuts a mob upwards. I've got it rigged so that I can have the player and enemy both work at different speeds so when you uppercut an enemy, they'll be going slow but the player can remain at speed so that you can maybe chase him up and give him an aerial beating. . . I really need to put in more combat moves soon -_-;;
In addition to slow motion, I've put in the ability to freeze frame. You can see it when I do the horizontal charged attack. Right when it connects, the game will freeze for a split second and then resume. I can mix and match these. I'm also half done with some camera shake to further add the sensation of powerful hits.
The thing was, well, I got sidetracked into BOMBS! GIANT EFFIN BOMBS! . . . well, maybe not Giant, but you know. Bombs -_-;; Putting bombs in actually forced me to come up with an entirely new damage model which is the area of effect. How it works is, the closer to the center of the explosion you are, the more damage you take, further you fly, longer you get stunned, etc. . . This is also put into attack sets so that I can easily add moves that use this style of damage dealing.
Oh, and I've set it up so that the player can hurt himself as well. It wouldn't really make sense to just be able to walk through it willy nilly.
btw, I've got more particle systems on the bomb, ya know, the fuse =P I'm really lovin this particle stuff and I'm hoping I don't overdo it later on -_-;; I need to come up with some kind of explosion effect for the bombs as well. I'm currently unsure if I wanna do it with particles or just with some schmancy art. Oh, and it's the return of my old targeting cursor =P
The way the bomb tossing works currently is that you use the cursor and it you toss the bomb at the cursors location. Easy right? Depending on the distance, it'll either sorta just toss the bomb, or really huk it. The bombs are also fully interactable with the gameworld so they will ride conveyors, bounce off walls, all that great stuff. In addition to being pushed around and bouncin off enemies and stuff.
There's some other things too. . . but yea. I've got a lot of plans. While on vacation I also came up with a lot of game mechanics I can work in and better ways to do a few things I've already done. Lots of progress.
I'll be back with more soon I'm sure.
Steve
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