Maybe it’s a part of game development in general, or maybe it’s just something I do, but I can’t seem to stop myself chasing off down rabbit holes in a project like this. Like today, I got the new beam weapon hurting enemies and opening doors, then decided that it looked really crappy when the character runs, because the shot is always placed in the same position, not bobbing up and down like the character’s gun does when he runs. So then I spent the next many hours counting pixels and hard-coding manual offsets. I just couldn’t help myself — it makes an enormous difference in how the weapon feels. See for yourself: in the video below I have hard-coded offsets for the running animation, but not walking or jogging. Notice how it starts looking a lot better when the character hits full running speed.
The upside of this work is that (in my opinion) it’s the difference between a decent-looking game and a really hokey looking one, but the downside is that it’s tedious manual labor. It makes me want an intern.
Nonetheless, I finally got things looking pretty decent with standing, walking, jogging, and running animations.
More conversions to do tomorrow, but I got the really frustrating ones out of the way.
I’m not totally clear about how the damage from the gun works yet, but my current implementation is basically a damage per second model. If you shoot something with the beam continuously for one second, you do the same amount of damage you would have with 10 normal shots. Seems pretty generous, but it will need some tweaking as I create more enemies to kill with it.