December 06, 2006

Yet more improvements again

Follow-up to My impressive game that's no fun to play from Draknek's Deprecated Devlog

New version.

It’s gotten to the point where my initial assumptions no longer apply, and I’m having to work around the original way I thought I was going to do things. Not good.

It took me far longer than I was expecting to get different shaped collision boxes working. Which is bad, because my plan was to implement that, and then start learning several weeks’ worth of material so I can do my coursework (due tomorrow).


Made sound work when running it as an application.

More stuff on level 3.

Better spinning graphic on pickups.

Some things have round collision boxes, others have square collision boxes.

As a consequence of this, you can now walk right up to doors.

Changed projectile movement so they can’t go through doors/corners.


The new collision code makes it easier to get stuck on things.

It’s sometimes possible to shoot through doors and I don’t know why – seems random.

Scientists and mechanics seem totally unfazed by a terrorist running around killing people.

Guards don’t seem to notice large explosions or bullets flying past them.

Guards can easily get trapped on a corner/behind some furniture.

Ammunition is worthless, because there’s no ammo counter.

Not enough explosions.

Blowing up all the regulators does nothing

To do:

Some kind of respawn feature for when you die.

Add some end-of-game code.

Make people move about even when on a different level to the player.

Limit the player to only having a finite amount of ammunition.

Add some path-finding for the AI.

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