One Question. Explosions? YES
BLOG ENTRY 16 - 11.19.2020
Bug Squashing, Explosives and Ragdolls. Hell of a week.
So I was able to fix a bug that was being caused when the main menu started, the controller kept calling the movement inputs even though there was no pawn made yet. I got help from Ryan Laley on his livestream yesterday and was able to completely eliminate any runtime errors. It was glorious considering that bug had been going on for a week or so.
On top of that I reworked the Plasma charge to feel more like a grenade, and It feels awesome. The direct hit Instakill is really satisfying. Something about chucking the charge that makes this skill feel more fun than just laying it there on the ground. I’ve got ideas on how to use that type of plasma charge, but that will be for when I start applying Variations for the skills, but for now I’m satisfied with my progress.
It wasn’t easy, but It is now an explosive that will explode when it hits an enemy or after 3 seconds, and bounces off walls, there is a ton of possibility space for this type of projectile. Direct hits are obviously the easiest but still satisfying, but those corner bounces to subvert cover will feel like a well earned skillshot. I haven’t tested if it is being launched at the appropriate height to go over cover, but I can test that later on.
I Also fixed the Lieutenants ultimate skill. I applied a timeline and now after a few seconds the ult stops. It’s not a lot but it’s honest work. and will save me a bunch of trouble later on.
I’ve been polishing some weapon design and selecting which weapons will be base Legendary Rarity, as I really don’t want to clutter the loot table with useless guns. I’ve come up with some more interesting things so I’m happy about that too.
What I wasn’t able to get to the point where I wanted is the ragdoll physics for the enemy when they get killed, for now they just plop to the ground. I attempted a bunch of things but wasn’t able to get it working, I’ll keep checking out this weekend but for now my mind is fried.
Done for the Day
Daniel “Freaky” Aguilar
Game Designer
Plasmapunk Studios