Dangerous world out there


Heya!

New day, new feats. Today's devlog is quite saturated with new feats and under-the-hood improvements.

# No more ghosts

For starters, the world's collision is finally consistent between all elements. Bullets no longer pass through objects, hitting all enemies, walls and players on their way.


This doesn't stop there. The hitbox and hurtbox have been implemented and the player can suffer from damage and die from those shots. But let's not get ahead of ourselves just yet!

# Gunfire! Bring it on!

The shotgun has been finished and now it can provide up to 4 times the damage. The further the shot the greater the coverage area.


Take good care of not shooting a wall too close or you'll experience an insta-kill. Not so sure if it should be considered a bug or a feat, but it's a certainly a good showcase for our new health system!

If you are smart enough not to shoot yourself in the foot, enemies are also capable of inflicting damage. With the new chase feature, enemies follow the player around the map if they fall inside the detection area. We had to crank it down a bit because the enemies would get too enthusiastic and literally lock the player in place for such intense chasing.


Talking about social distance, our Skel fellow is the only one allowed to receive damage and reduce the health of the player. Since Skel inherits from the NPC logic, it is expected to "upstream" those changes at some point. If an enemy gets the player's health down to zero, they will play a fancy death animation and block themselves from further keyboard events. But you can't stop a dead man from seeking vendetta!! (We seriously need to find a way to block the mouse events too).

All the previous examples showcase the change in sprites given different contexts.

# Further and beyond

The cooking of the swap system is almost complete, however we can't make a showcase of it just yet. With the inclusion of the health system, we are progressing towards making the players' HUD available on-screen.

We'll see you around on our next devlog. Stay tuned!

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