Update v0.0.3: Hitscan, Lagged Cursor, and more!
v0.0.3
Implementation:
-Implemented a lagged cursor which shows where your shots will be directed while your turret moves to match your mouse position
-Implemented Hitscan and Beam collision.
-Implemented separate movement speed, turning speed, armor, etc. for the different chassis and turret types. Heavier units are slower, but more durable
Additions an Improvements:
-Improved the graphics of the mouse cursor
-Improved the look and feel of the Cannon and Chaingun archetypes via Hitscan and Beam implementation.
-Improved the smoke trail animation and graphics
-Improved the Beam weapon functionality by reworking it's search procedures
-Added the Shotgun weapon archetype
Fixes:
-Fixed the Turret Rotation bug which was poorly addressed and still present in v0.0.2. The issue was tied to a separate cause, which has been fixed
Notes:
-On Hitscan implementation: This system will replace projectiles in many instances as it makes combat much quicker and more interesting, while also making movement speed much less of a deciding factor in combat. Originally, one could outpace any form of projectile damage by being fast enough, speed should make you harder to hit, but not impossible to hit!
Ultimately though, hitscan allows the game to run much more smoothly, as complex as the mathematics are behind hitscan, it's a MUCH faster system and scales incredibly well. I tried it out earlier with firing once per tick and there wasn't any noticeable CPU usage or FPS drop, but if I did what with projectiles the game would've imploded!
I also prefer how it looks in all honesty, gives the weapons a more instantaneous feel to them!
That's all for now, but keep an eye out for new updates, new weapons, enemies, HUD elements, and more are coming soon!
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