Balancing the beam cannon, working on grenades
After all the work yesterday on the raycasting system, today I fine-tuned the shooting some more, and it feels way better!
After this, I balanced the beam cannon and found some errors on the damage levels, so I had to retune all the rest of the weapons, while playing around with some plasma burns:
Because they’re cool…
Now I’m working with the grenades, trying to figure out why they work fine when thrown by the player, but terribly when thrown by the AI… When the player clicks a position with a grenade, the first bounce takes place there, as intended, but when the AI chooses the same place, it goes a couple of meters above the position… Trying to figure out why, since it’s the same code that drives both shooting… Also need to improve the visuals on the flashbang grenade, it’s missing something from the effect when it blows up (a shockwave, maybe?).
Now listening to “Damnation” by “Opeth”
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