UI is gettinga bit crowded.
UI is gettinga bit crowded.
The drafting menu gets a visual upgrade.
More Placeholder art. Trying to get the positioning right for the elements.
Notice the ugly. Working on eliminating that.
The draft menu now has a nice mouse driven menu to go along with it..if you’re into that sort of thing. If you are not, the ssqc menu we had before is still an available fallback.
Icons are programmed in for the draft menu and the WIP hud, but I havent settled on any actual icons, and there are no graphics in the repo, so if you want to add any, gfx/draft/0 .. gfix/draft/15 is expected for the draft icons, and gfx/hud/dredd is the placeholder path for the avatar.
A damage table of sorts has been added, its in the shared folder.. each element in the damage table is a percentage of the damage argument in t_damage. Untested, but percents over 100 should work as well. 1.1 being 110%.
When I get some fancy icons for the draft menu, I’ll post a pic here.
OK, more like 10% more. But more is more.
You can now get a gameover. I know right? Just what you wanted, an opportunity for a game to call you a failure.
Also implemented is batting projectiles back at an attacker for extra damage, and barrels that explode with different damage types depending on the weapon you used to destroy it. The graphics dont show it yet, but if you blast a barrel with the lightning gun, it explodes lightning damage, if you blast it with the nailgun (which now coincidentally shoots acid), it spews acid everywhere.
I think thats a fun feature. Believe it or not those last 2 features took up most of my day. (ok so I was being lazy).
stay tuned, more to come, MOAR I SAI!
Operation: groupHug now has enemy resistances and weapon damage types all filled in and functional.
They are NOT balanced, I mostly just shoved some values in there to prove it works. The game needs some indicator for how much damage you are doing, as of right now its incredibly difficult to tell which weapon to use against which enemies. It makes it a bit easier that you can only use one of two weapons any given match. If the first one doesnt work, switch weapons and hope for the best.
Powerup duration earned, and which powerup you have also could use some indicators. I play through entire levels forgetting to use them, and end up dying. Something visible would really help, gb’s hud should help that considerably. In the meantime I’ll add another dbug print.
I’m rapidly reaching the point where I’m going to need some coop feedback, as this IS a coop mod. Like, how broken are the draft rounds? What enemy resistances work and do not work? Which weapons feel like shit on a stick, and which are fun on th’ bun?Are there any particularly jarring moments in a match that need to be polished? You know, playerstuff.
Check back with ya soon with some more code shoveled on top