paint-the-seconds Wrote:are you planning on putting other suits in the game
Yeah I think so.. eventually. Going to need to think of a way to do it that makes sense with the current armor toggle.
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So here is my latest build - its more a tech demo then game still, but its getting there! Highlights of this version:
- I finished converting all of Cortas animations from both the MBrain and Ridley encounters. MBrain is still in the bottom of the cave and is relatively unchanged from the previous version (ofc his stun attack will now actually play the rape anims). Ridley is only accessible via a special test scene. Access it by pressing H on the main menu and choosing the "Test Scene" - note - you will have to right click -> main menu to exit the area once done. Probably going to make some new areas for the next update and give Ridley a proper home.
- Added a boss health bar on the HUD. Fairly straightforward..
- Added a preloader. See my rant in the LOK preloader thread for those juicy details
![Laughing :lol:](./images/smilies/icon_lol.gif)
. (Honestly, probably the hardest thing I had to do thus far - coding wise very simple, more so a lack of documentation and poor examples).
- Also added player falling acceleration. Its subtle.. yet noticeable if your base jumping on the planet surface area with the big hole.
- And another big-ish one - I added the customizeable controls accessible via options from main menu. You can map them to whatever you want. (Note: space, and the arrow keys are alternative keys and are unchangeable). It stores the settings into a "flash cookie", so you should only need to set the controls once.
I've been trying to think of ways to make the boss combat more exciting then standing there holding down the shoot key. Perhaps we will want to separate 'stun and shoot' modes on the gun from toggle armor. Then it may open up new possiblities for combat, like the player's armor could stop working, or the enemies/boss could forcefully remove/unequip things. On a cooler note, i got ridley's dick to maintain a single "wetness" state. Using my technique for this should open up the possibility for something similar for the player and it will work across all instances of that object.
Bugs:
- Ridley camera positioning is sometimes a little weird.
- The ground detection on platforms is a little weird for me if you hit them at an angle.
- I think I'm seeing some ingame lag when MBrain is suppsoed to spawn tentacles or w/e.