In contrast to AI, coding weapon/impact effects is one of the more rewarding parts of making a game, in my opinion. It's just awesome to try and perfect all the little details to make shooting as fun as possible. Pit was the first game where I used any sort of hanging dust effects, and I was very happy with how they turned out. So I've added a similar system in Swamplands. And it looks AWESOME. Firing a full clip into a wall fills the area with grey dust that takes awhile to dissipate. And I just love how that feels. I'll also be adding some gunpowder smoke, muzzle flash/sparks, and possibly shell casings.
Sadly, due to the tile-based handling of walls, there will be no destructible environments. But all the time I'd spend on that can now be put towards other weapon-specific visuals and effects. Although this is nowhere near a game about shooting things, it's still a game designed by me... and as a result, I want guns to feel as good as possible.
Nope, I don't have any screenshots of this entertaining little effect. But I will soon. And, even better, I plan on soon putting up a playable tech/atmosphere demo for people to play around with. Stay tuned!
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