Testing the holocube

I’ve been out of town a lot lately, which has been a lot of fun but hasn’t helped me make progress on the game. But I have been chipping away at it! Here’s a progress video update to prove it:

As you can see, the holocube beam now projects from the gun barrel and can be fired, creating a block you can step on. The current plan is to limit the player to one block at a time, so that when you fire a second one the first disappears, but that’s yet to be implemented. At the end, you can see me playing with a bug, having to do with Box2D not dealing well with collisions or separations when bodies are created or destroyed, which means that the player thinks he’s still standing even though he’s in the air. I already had to fix this for the normal terrain, so I know how to fix it for this.

You might also notice that I added a secondary weapon selection UI, as well as overhauled the health bar to make it simpler. Both may shrink in the final cut.

2 thoughts on “Testing the holocube

  1. Are you using a different stick to “draw” the holo-tiles? Looks cool but I can’t tell how the tiles are drawn with respect to input. Also, good idea to make the tiles have a lifespan similar to the tiles you can destroy.

    One way to implement such a gun would be to have it fire a physical holo-tile round (moving at a rate of one tile per second or faster) and pressing the fire button a second time would create a surface tile and remove the projectile.

    Upgrades and configuration options for the gun could include binary switches (single, burst, full auto) and computer logic (all future guns surely run Linux) for boolean settings like “convert on collision”, “convert on remote trigger” and “convert on timer”. You could spray holo-bullets and create a small bridge/floor on burst or automatic. You could spray them below you as you fell, creating a platform to land on.

    And acid pits with scalding, noxious vapors piping out and small rocks flying. LOL. Good work so far. It is hard to find time sometimes to work on our games. If you enjoy the challenge and discovery of being artistically creative while solving complex technical problems, as in reveling in victory over your game’s challenges, then it’s worth it. Programming a game is pretty crazy.

  2. You just love making work for me, don’t you, Kevin?

    I think eventually the holo-tile will come out of the gun barrel the way you’re suggesting, but I’m considering that icing for now.

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