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wackyfrommyspace

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A member registered Nov 25, 2018

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Hey, Arian here with this week's dev log. Despite the crowd control and healing abilities the player currently has, there is still much left to be desired. Modern FPS shooters usually keep it short and simple; making abilities something of a character-based feature, presenting a considerable issue of content drought in what you, the player, can currently use towards your experience playing a game. This is not our modus operandi. We want the player to experience this to their liking, and that includes a vast library of arrays to aid the player in various aspects, such as movement displacement/momentum boost, damaging/crowd control, and player sustainability factors which we answer with an assortment of abilities the player can choose from.

Although we currently do not yet have a way to switch between said abilities, this issue will most likely be worked on during the remainder of our Month Two period before break. All abilities will be managed in their own respective terminal and will not only be unlocked after each boss, serving as an incentive for replayability, but also an enhancement to the player's experience that can and WILL be able to combo with other abilities in their own respective manner.

For now things are being kept a little robust. The player now has a damage resistance ability and a throwable javelin which will serve not only as a double jump/pseudo displacement ability, but also damage the enemies it collides with. The javelin currently launches the player in the opposite direction from the enemy its being thrown towards, and the hilt can be stepped up on by the player. In the future, I intend to have the javelin knock back the enemy AI colliding with it, as well as the javelin recalling back to the player upon recast, with the enemy AI attached to it launched towards its recall direction as well.

Until next time!

R.E.M. community · Created a new topic Raycast Fundamentals

Arian here, and this week I implemented an imperative set of changes to our rifle functionality. Every single modern FPS makes or integrates existing usage of raycast math for shooting functionality. As for now, despite using projectiles for our first month, the end point of each cast successfully marks an impact point in which the bullet (or potentially hitscan) will hit to a solid surface or collision capsule. A series of modifications to both different collision capsules (which has been entirely implemented through the medium of additional headshot damage to the enemy AI). Despite this working as it should so far, there is definitely a lot more left to be added such as continuous firing inaccuracy, hitscan collision and creating bullet hole meshes where the function points towards, as well as differentiating the queryparams between enemies and world static surfaces collided.