Untitled

Published October 19, 2008
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So I've been working on a bunch of fixing and tweaking with the Afterglow code base. Still trying to track down some odd bugs with player-wall collision but the bullets properly smack into walls again.

Instead of working on the main menu like I said I was going to, I worked on the editor and improved usability (error messages are routed to editor window instead of stdout, scrolling is smoother, mouse picking bugs are fixed) and implemented the (now broken) ability to delete floor polygons.

I would like to work on the entity system next, but I'm beginning to suspect the success in implementing future features is inversely proportional to how frequently I mention them in my journal entries. So it'll be a surprise. I would also like to tighten up player control and start making the character stats tie into them so you can actually run faster when the speed statistic is increased.

I also finished Dead Space this weekend; if you liked System Shock 2 or the film Event Horizon, you can probably find a lot to like here. Just make sure to play it in the dark.

YouTube of the Moment:
">The Tiny Ferrari -- a modelbuilder builds a scale model of a Ferrari race car, and it actually works, tiny pedals, transmission, petrol engine and all. The level of detail is jaw dropping.
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