|Babby’s first shader|
Here are the results of my shader experiment:
Once you’ve regained your composure from watching the trippy and completely unnecessary graphical effects, you may notice something new in the video. The game randomly places rocks in the maze that act as destructible walls. (Rocks?! I thought they were just blobs!) This is to slow the player down and allow the spirits to better disperse throughout the maze. However, the rock impede the spirits as well, making the whole thing kind of pointless. Of course, they’re spirits; so my plan B would just have them, you know, pass through the rocks unimpeded. Preta can stay impeded by rocks, being corporal beings like the players.
One other big change I made to the game that might not be obvious in the video is the player movement code/rules. Previously, the players had free movement; now their movement is restricted to the grid much like the spirits and preta are. I did this to make turning around corners easier for the players. My previous solution had the players snap to a corridor if they were “close enough” to turn into one; it looked a bit weird and was a bit finicky.
Re-writing and messing around with the movement code did produce some amusing bugs in the process, something that hasn’t happened in a while.
In the past two weeks I’ve been mainly doing a little work here, some more over there and a tiny bit all the way over there. The updates are a bit difficult to stitch together into a coherent theme for a post, so I’m just going to list and itemize everything.
Implemented the Hungry Ghost enemy into Gonna Catcha:
- The rules section on the Gonna Catcha info page has been updated with the info in Item #2.
- The descriptions of the non-player characters from this post are now on their own page, with the addition of the two new spirit types and slightly updated artwork for the spirits.
- Rearranged some stuff on the sidebar on the right.