Thursday, April 7, 2016

Day 89: Attack of the Flarwmer

A Flarwmer? Well, the first step in combining our enemies was the movement, and as a result, the flier now has capable, perpendicular-to-player scurrying that is split with flying into the air. A couple of the code pieces in the enemy kept it stuck in place, like being stuck in the ground and the scattershot not being set to null as a reference. The latter is easily fixed, but the former required a slight vertical jolt to get it out of the ground.


Now we just need to give the enemy the attacks (and model, and animation) it deserves.

As for the homework, I had to go back on my action's weakness (a parsed action without any data should not be updated, but is a problem run into MUCH more frequently than an exception), so it's a simple skip for now. The Reaction tests well, and I can relax.

Well, until the neurofeedback presentation. The main complaint was the frame rate, which I could say is my fault but... nah. It's the vector grid we're borrowing, so I reduced the amount of vector edges being created on the fly and we've already got a massive improvement in frame rate:


What's next? Relaxation? Someday?

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