As discussed in the last post, I'm toying with the name "Aggressor" (I noticed the misspelling below, due to fix!) and as such have rebuilt the menus with that in mind; I've also reworked the pause menu to be mouse controlled, in keeping with the main menu. Score screen! You're given a rank now based on three scores; Aggression, Efficiency and Co-Ordination. You're scored on things like accuracy, combo kills with the wingman, kills through walls ect ect Perhaps what I'm most proud of right now is a tool I've built to speed up level creation. I'm using a 3rd party light script very kindly donated by a talented coder (I've mentioned them before and linked, sorry I don't have the link to hand!) and it doesn't preview in the standard editor, meaning up until this point lighting has been entirely trial and error! Now, I can place and edit lights in real time, and "bake" the results into a text file which is for
I've added two new moves to the player's set. The first is a dash, which lets you dart away from danger or tackle an enemy. After the dash, you temporarily slow for a moment. The idea being, the dash should be deliberate, and not quickly clearing distance. You dash away from gunfire, or into an enemy, or close enough for a melee attack. You don't dash three times in a row, for example. The second is magazine tossing. When you reload, you throw your magazine forward. The magazine can hit enemies and briefly stun them, enough to buy you a window to reload and then finish them off. Obviously, you don't get a magazine with shotguns or other invidually loaded weapons. I've also coded in checks for when a controller is plugged in, or unplugged, to enable/disable controller support. I'm testing with an X1 controller and will have to rely on others to test PS4/PS3/X360 controllers, but hopefully there are no problems. All of the actions and controls are set to var
I wanted to be able to zoom in and out during gameplay, so the player could adjust their view depending on the size of the level they're in. In close quarters, you want it up close so you have good situational awareness. In open areas, you want a good view so you don't get out ranged. A serious technical problem with this was that tiles would have a seam. I read into the technical reasons for this, but the easiest way for me to explain this is like mip-mapping in 3D. You need a decent bleed so if the hardware over-samples it doesn't pull empty space or adjacent pixels. So, I had to spend a little while tonight putting a 2 pixel bleed around EVERY tile. Urgh. Tedium. But ultimately, you do what's necessary don't you. I've also been looking at top down shooters with various art styles, trying to figure out which one reaches out and grabs me, and which one will best suit AGGRESSOR. I'm not happy with the half-way pixel look, the sort of Hotline Mia
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