Traps, traps, traps!
Today I worked on the traps of the game…
First I ran into an issue with the navigation mesh… It was being generated in places where it shouldn’t, which caused cultists to spawn there occasionally.
That fixed, I ran into the pirate lair that’s part of the storyline… And I found lots of issues… First, I’m in a very difficult world (danger level is 3.2 out of 4). That means that everything for my unequipped character hurts like hell, which means that the laser beams are not easy to pass anymore:
And it’s very difficult to pass them without taking damage because it misses some reference point, so I decided to fix the visuals for the laser beams… First, I used the thick lines code:
Much better, but still no reference frame… Following one my friend’s suggestions, I added a fake lighting effect:
Now it’s easy to see where you can stand or not… The effect shift with the distance to the ground, which also helps a lot…
Then, just to wrap things up, I added some emitters on the wall:
It looks much better now…
Also broke the code that generated the navmesh in the base, so I had to fix that…
Moving onwards, also upgrades the whirlwind turret visual code:
Then, I hit a snag… The current turret code doesn’t work properly on some positions… The problem is that according to the navmesh, there is no line of sight between the turret and the player, because there’s the invisible blocks that make up the turret (so we can’t pass it through)… Can’t disable the invisible block checking, because then we couldn’t hide behind stuff in that case. So, I think I’m stuck with using regular ray casting with some carefull positioning of the ray in the height department…
So, today I got a lot done, but it feels like I haven’t accomplished anything!
Link of the Day: I really want these: https://www.flickr.com/photos/76272331@N05/sets/72157634379969998/
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