Jump to content
  • Advertisement
  • entries
    24
  • comments
    92
  • views
    13653

Week of Awesome V: Day 3: Links of Iron

Thaumaturge

589 views

Greetings and salutations!

Today was a fairly productive day, I think--although I'm starting to feel a little behind my preferred schedule. The end of the week is creeping closer...

As to a screenshot, have a GIF showing the new chains in action (albeit with some cuts; the process is rather longer in-game):

(Sorry that it's in Tweet form--for some reason my attempts to upload the GIF as an attachment repeatedly failed.)

Perhaps the biggest change made today is the one shown above: the chain mechanic has been implemented! Chunks of level can now be joined by great chains. When these are shot, they disintegrate, sending the chunks flying apart. However, after a short time the chains reach out again, joining the chunks and drawing them back together.

Thus far, this all seems to work reasonably well, I think. ^_^

I also switched from using Panda3D's auto-generated shaders to my own. These new shaders are stripped down and heavily-modified copies of one of the main shaders from my primary game-development project (A Door to the Mists), with one variant for the chains (which implements their disintegration and link-by-link extension) and one for projectiles (which may well be changed in the future).

On the downside, I accidentally saved over the working file for one of my enemies; while I do have last night's backup, some changes were made today. That said, I do still have the exported version, so as long as that holds this may not be an issue. And even if it is, the changes made today weren't huge, from what I recall.

Speaking of enemies, a new one was implemented today--although, alas, I may well end up scrapping it. It's a flying creature, intended to harry the player from the air, unbound by the edges of the level-chunks. However, it's not behaving as well as I'd like, and I'm having some trouble getting it to quite work correctly. We'll see how things go, perhaps.

Finally, there were sundry other changes that don't seem worth mentioning in full.

That's all for today--stay well, and thank you for reading! ^_^



2 Comments


Recommended Comments

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!