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gamedev 

I think I solved the problems with car physics and collision which is to keep track of the car's position of the previous frame. Up until now, I've been using an object's velocity to handle directional collisions.

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gamedev 

Added a bumper car. You can't shoot it, only bump it off the road.

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gamedev 

Added civilian cars. They are supposed to make you lose points if you kill them, but I haven't made the score visible yet.

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gamedev 

Explosions also happen when enemy cars run over mines.

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gamedev 

Added explosions. Explosions are their own objects.

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gamedev 

Added land mines. I plan on having these as a power up. No explosion animation, yet.

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gamedev 

Spiked Car now shoots spikes when in line of sight of the player.

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gamedev 

Camera now moves based on the position of the player's car in relation to the screen. The further it is from the bottom, the faster the camera and the car moves, just like in the original Spy Hunter.

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gamedev 

Added a scrolling camera. The car seems to be moving faster after dying because it stopped moving and there is no background to show it.

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gamedev 

The dungeon crawler project got too complex, so I decided to abandon it for now. I decided to make a clone of one of my all time favorite arcade games, Spy Hunter.

gamedev 

Created a small "animation" for when you open up the chest.

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gamedev 

Added chests where you can open to get keys. I need to add a sound and a "get item" animation for it though.

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gamedev 

Fixed the camera to make it center more on the player. It's not perfect, but it is a vast improvement.

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gamedev 

Enemies can now drop keys if set to do so.

I was also experimenting with tile colors. I thought a light blue/cyan would be an interesting color for the tiles. I was expecting a bathroom-like aesthetic but it ended up looking like an ice cave instead.

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gamedev 

I've changed the way how doors and keys work. Now you have colored locks and you need that colored key in order to unlock it (much like in Doom).

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