Demo Release Trailer

Monday, April 9, 2018

Updating Mechanics

To start, a new mechanic has been added, Defend.

Used by pressing D, it will nullify the damage of most attacks, you can move freely while in this mode, but you cannot skeddaddle or attack. It's hard defense, while skedaddle is soft defence and good support due to its mobility. F still functions as the Friend switch command.

The 'Drives' are still planned, but it's likely I'll call them something else and make the key something like 'e', which is more difficult to hit accidentally.

I'm pretty happy with the key sets now.
A, S, D, F
Attack, Skedaddle, Defend, Friends
Z, X
Accept, Cancel
Arrow Keys
Movement

Sift and dashing in general will be disabled, you'll naturally run at 5 times speed. to add, skedaddle won't increase your maximum movement speed anymore, which will solve a lot of the issues in regard to it and it's speed parameters.

I've also been optomizing collision detection, now instead of checking players x / y against the opponents or projectiles x / y and then asking do players have a certain state on, it will simply deal the damage, and the collision checks won't even be made if skedaddle, player or defend iFrames are active. This way the game is just checking a bool on three switches, rather than four variables each frame, which should help a lot with whatever little lag people experience.

Lighting system??
I've decided to retire it, any maps with lights lag to sin on older computers, and I could generate something better looking for nowhere near the number of system resources via a simple picture light overlay. Instead of one picture with a simple opacity pulse, the lighting system I'm removing did multiple pictures (one instance for each on map light) and also added jenki animations to them which honestly, just looked bad and added to processor usage.

The overlays system will stay for now.

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