/r/BoomerShooters Subreddit — More work done on Lunamarine 2 – From /r/BoomerShooters
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I’ve been pretty working on my computer science degree, so I’ve not had much time to work on the game. That aside, I have gotten some stuff done-
I re-wrote most of how bullets work, so now they can turn in the air and ricochet. There are some bugs to work out with how ricochet works along surfaces like curved arches, but other than that I’m quite happy with it. The shotgun now fires bullets that curve chaotically in the air like scraps of paper or coins, and are very likely to ricochet. Firing lots of bullets lags the game, I’ve gotta fix that.
I revised the dithering shader, as the old one only worked right when the game was 1920 pixels wide.
I also did some level design and designed several props. I’m getting the hang of certain engine features and an add-on, that together will let me design levels much faster than in Lunamarine 1, at the cost of arranging architecture and props on one or more grids, and not having overhanging terrain.
And lastly I designed and implemented a scripting language for handing dialogue. It’s pretty jank, but it’s better than what Toby Fox did, although it only has it’s most basic functions implemented currently. I expect the system to be pretty prominent in the game, as I want some RPG mechanics, like in Ashes Afterglow- and I want to show off the outfits I’ve been designing.
submitted by /u/Henry_Fleischer
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