Yeah, I lied to you about wall decals. I implemented them tonight.
They're implemented using the stencil buffer because clipping made my head hurt. Hopefully this does the trick!
There are also floor decals, but I didn't think to show those off.
You can also see the implant bar in the top right, with my (awful) placeholder implant art in there. SHilbert has promised to help me work on UI consistency. This is a good idea because I rikey rikey the full-intensity RGB colours, and I'm told that isn't what artists actually do.
I just had an excellent long weekend in which I didn't think about my day job at all.
Implemented this weekend:
Functional implants (for now, only healing and speed boost - later, shield, targeting boost, homing bullets and security domination).
Minor AI improvements, making them slightly stupider/more myopic.
Plants vs. Zombies
I hope to implement more implants soon - I just have a few architectural decisions to make about how to add features.
After that, I will be working on stuff like decals (for blood and gore). It's a harder problem than I initially thought and I've aborted three or four attempts so far.
I have Afterglow running on the Great Satan's operating system now. Porting is quite annoying, even with a cross-platform setup.
This week, I also worked on implants; your character can hold onto a set of them and you can activate or deactivate them using the keyboard and mouse. The only implant hooked up right now is the healing implant, which heals your character once per second.