Arrows and Explosions
This week, I implemented the firing of arrows from the player’s ship and made some aesthetic improvements with emitters. I spent some time experimenting with the look of the arrows. Since it is very fast and has little range, however, I realised that it wasn’t too important what it looks like, as long as the player can make out what it is and where it is going. To that end, I added a white light to it.
Originally, I was going to make a grappling hook instead of an arrow, but I didn’t know how to make something resembling a rope, especially when I think about the physics involved. Instead, I slightly changed the role of the projectile to something that I still think is fun to play with. The role now of the arrow becomes to capture enemy generators and mines floating around in space. This week I implemented generators converting to the player’s faction and supplying the player with energy if he is close enough. I will implement mines following the player once I make them.
I played around with emitters as well. Cannons shooting projectiles now create an explosion upon firing, and the projectile will create a different explosion if it hits a target. Generators emit sparks, which in turn create smoke that creates a trail following the ship’s movement.
Next week, I will make mines, minesweepers and Goliaths.
Get Hammerhead
Hammerhead
Ram your way through space
Status | Released |
Author | LarsBrestrich |
Genre | Shooter |
Tags | Fast-Paced, Space, space-battle, Top down shooter, Unreal Engine |
More posts
- Tutorial and OutlookApr 25, 2020
- MenuApr 25, 2020
- OptimizationApr 25, 2020
- MinesApr 25, 2020
- Hammerhead and SawbladesApr 25, 2020
- ShipsApr 25, 2020
- Cannons and GeneratorsApr 25, 2020
- Player VesselApr 25, 2020
- IdeasApr 25, 2020
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