Squishy Diary, Volume 3
Posted by Alex Jordan on
Another day, another new video with tons of new stuff in it.
New features after the jump.
- Frame animation (as represented by the fire)
- Fire propagation
- Blood and oil slicks that stick to hard surfaces, known as "decals"
- The oil drum object
- The live wire object
- Spark FX
- Explosion FX
- Destroyable walls and floors
- A (temporary) background
That final note reminds me restate that, yes, this is all temporary artwork to get each item functioning ingame without spending time making sure everything looks perfect.
Things are going swimmingly, with the engine's modular nature allowing me to keep adding new objects as I see fit. However, I've almost finished adding the objects I planned for, meaning that I'll soon need to slow down and go back to the design document. I've been going like crazy just throwing this stuff into the mix... a more sober follow-up is needed to determine how certain objects play, how they can be tweaked, and how I should approach the less-fun-to-program elements of the game (i.e. everything that isn't gameplay).
That is for the future. In the meanwhile, enjoy how I made everything catch on fire and asplode! Pew pew pew!
Unfortunately, a bug has popped up in testing. If you watch the video, you'll notice that when the explosive chain reaction starts, the first barrel on the roof doesn't actually explode. It just kind of disappears, despite the fact that the other barrels explode properly. This is the result of an odd bug in my code causing some particle effect systems (like explosions, or even shredded critter parts) to simply disappear. Sometimes their effects stay behind - invisible explosions that cause other explosions, invisible animal chunks that leave blood spatters behind - and sometimes the effects just completely fail to materialize. It's stumped me thus far, and I get the feeling that I'm going to have to tear my code apart in order to find the root of the problem. Lame.