Saturday, April 9, 2016

Day 91: Levitation Shot

The title for today is fairly normal, as today was a fairly normal day.

Apart from some problems with source control today, I started working on the levitation shot for the flier. The shot is a generic state change object, but hurts the player on first contact and scales in and out of existence, much like the gravity well. The shot is ready to attach and use, so I may use it in a similar way to the scattershot that is currently implemented.

Oh yeah! The flier now has an actual art body, which I ensured a smooth transition in terms of materials for shader programming:


So far the new mesh doesn't affect the programming in any way. Fantastic!

I also did a bit of neurofeedback work today, as we'll need a similar pause functionality like I had in the original HGame demo. The tricky part was the vector grid; it doesn't update with a scale with delta time, so I had to actually not enter the loop if the time scale was 0.

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