Nothing like a good playtest to bring all the horrible bugs from in our past out in the open.
The first plate of the day was a small one; it seems that when destructible chunks overstay their welcome, they can pile around the gravity well's new effect to pull in those cubes and cause a massive, frame-chugging destruction effect. Luckily a time-out fixed that right up.
However! The insect, which nobody remembered we could levitate (we can), gave a grand amount of bugs:
If the insect resumed functionality mid-grab, the player lost the ability to shoot. Rather, it was that her physics handle was still active, so I coded the insect to inform her to stop the force. The bug also gets caught in the floor if it was originally flying in the air when levitated, so I also reset the orientation to a ground orientation post-levitation.
The insect could also shoot its bridge projectile into walls, which playtesters had some trouble with. A raycast fixed it up, but that also meant the ground orientation couldn't use the bridge projectile anymore without strange behavior that only makes sense when the dang scattershot maker is in the ground.
What next? Still working on the initial application for the terrain project. Apart from a UI, one has to consider Camera, position/rotation and input, the actual grid of points...yegh.
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