by jim » Wed Jul 15, 2015 7:31 pm
Irritant: The plants are a little weird on the "techbase" floor. I think they would fit better if it was more outdoors like place and with stone/concrete blocks on the floor. Cool architecture.
jitspoe: So, the player in the video is actually a bot? Seems to move/aim pretty well then.
Re textured all the weapons with sort of 256x256 textures, there's some empty space in them, closer to 256x128, just Blender UV mapper is more annoying with non square textures. Player also got 7 gib parts. I think things will always die with the gibs, so it's more dynamic/random, and takes less time to do than some 2 to 4 animations, as I had already modelled the character from the parts. I need to rework my alien model and cut it apart like the player. The default blood is a bit too black, needs some ketchup.
The flamethrower flames slide on floors/walls/ceilings and go through enemies.. and burn! It fires 4 blobs per triggering, every 4th blob has a dynamic light, and every blob spawn a trail of smaller blobs for better visuals. The blobs get additive, fullbright and doublesided flags randomly. If every blob has all 3, it gets too white with the 16 color palette.
It seems I've decided to use the 16 color palette, and possibly also scale the view down to 640x400 (automatically), to mimic some old VGA mode looks. Though in some places it does not use the colors from the palette, like colored console text can have colors not in it, or if the 2D graphics get filtered, they get more colors. I also have all the textures/graphics use the palette, so it's not just the shader doing it.
zbang!