Patching, Inventory and Dynamic Projectiles by Mack on 27-Sep-2014 8:24am UTC
Patching is complete! Carbon can now update itself when there's new content! It's fairly automated and can easily be skipped/ignored if you don't want to immediately update (useful perhaps for limited bandwidth?). The patching code now also allows installation of Carbon from a single launcher exe, which is great for maintaining a clean and compact download of the game.
Inventory is also coming along well, it's now possible to really go ham on adding things to the game. Several new weapons are being prototyped, one of which that works really well is the rail gun! Rail guns are unlike the other projectile weapons in that their bullet travel time is instantaneous and does high damage with precision. It takes skill to aim such a weapon! Also, if a rail gun were to explode, it'd look cool, right?
Dynamic projectiles are a subject I keep coming back to. The way that projectiles are implemented in Carbon allows them to be precalculated or evaluated on a somewhat frame-by-frame basis. What this means is that projectiles don't have to travel in straight and linear paths. They can change speed, direction or even do something unique at random points along their trajectory. This is why rail guns were easy to implement on top of the existing code but it got me thinking about what other kind of projectiles could be implemented.
I'd like to share some ideas to hopefully stir your imagination of some of the things players could encounter or perhaps even make themselves down the line on Carbon:
These are just some ideas covering projectiles I wanted to type up. It's too easy to forget when making a game that variety in not only weapons but in how they operate is more fun than having only a few predictable and otherwise same-y variants that only really change in spray pattern or damage. I really want to push Carbon in the direction of more variety!
Thanks for reading!
Posted 27-Sep-2014 8:24am UTC
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