Posts Tagged change of plans

Variable Ammotypes

I’m cur­rently in the process of mak­ing var­i­ous ammo­types, includ­ing dif­fer­ent dam­age types. Just for now, I’m only doing gen­eral pur­pose (nor­mal dam­age) and armour pierc­ing (treats armour as half value, does half dam­age after penetration)

Exam­ples:

  • Nor­mal bul­let does 16 dam­age to SP 8 armour — 8 dam­age gets through
  • AP does 16 to SP8 — 12 dam­age gets through, does 6 damage.
  • Nor­mal bul­let does 16 dam­age to SP16 — 0 damage
  • AP does 16 to SP16 — 8 gets through, does 4 damage

So yeah, it’s worth­while on heavy tar­gets, but it’s just going to blow through soft armour. But that’s a deci­sion you’ll have to make.

In this process, I’ve slightly changed how the ammo selec­tion works — you can either spec­ify which ammobox to “equip”, or it’ll use the first appro­pri­ate ammobox in the inven­tory. At the moment it can be abused — fire a sin­gle shot of one type of ammo, reload with the other type and you’ll have a full clip of that type for the cost of one round. I might imple­ment proper clips fur­ther down the line, which will allow such stu­pid­ity as AP/Tracer/Incendiary/repeat options (really good for hit­ting fuel tanks on vehi­cles with a 3 round burst — Kaboom!)

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Sticky Grenades and Inner Gardens?

Well, they’re either sticky, or they drill through the wall somehow.

Looks like I’ve got a lot of work on my hands? I need to check for block­ing in the throw­ing code — I know I didn’t put it in cor­rectly — I check for block­ing early in the line, but not at the point of impact. Nor do I check for block­ing if the item devi­ates, so if you throw at a wall and it misses, it could end up behind the wall… Oops.

Cur­rently work­ing on get­ting the map to be dumped out to disk and loaded cor­rectly at game­load. I had a test where the player became invul­ner­a­ble because the ref­er­ences went the way of the dodo. Oops.

And another (cool) thing I saw — I cur­rently gen­er­ate a “build­ing” around the start area which is about 40×40, then 4 more smaller (10−20)×(10−20) “build­ings” (it could be a hedged gar­den or a walled build­ing). This time, it gen­er­ated a smaller gar­den in the big build­ing. The map gen is get­ting there, but it’s no great shakes yet.

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Sideways Tangent

Slightly side­ways here — I’ve added a buffer for mes­sages, so I can see what’s been sent to the mes­sage list. Long term plans mean I should be able to have a cou­ple of buffers (for debug­ging — I can see what mon­sters are think­ing, items are gen­er­ated, etc.) but that might be a way away.

Still haven’t man­aged to get the hang of map gen­er­a­tion, hence this slide off on a tan­gent to do some­thing else.

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