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Sun, Jun 21st 2009, 10:55
Art Grind  

As the final battle art is rolling it, I started putting in the time to more carefully place the ship "muzzles" and came to an unfortunate realization: the player can adjust his bullet size, but the size of his ship's cannon is static.

So I adopted an approach that moves the muzzle based on the the size of the bullet. This fixed the "giant bullet of doom overlapping the hull" problem, but, depending on the muzzle size, starts looking funny when the bullet gets too big or too small. So it got scrapped.

Instead, bullets now fire at a muzzle-appropriate size and then then quickly expand once they're in the playfield. This keeps the action looking smooth at the player's ship without compromising the variable size. In some cases, it can look a little unusual, but it's rare and a sane player would probably never build his ship that way. Short of making a whole bunch of different gun art (or software scaling it, which would be worse, really), I think this is as good as it can be with the way the game works.

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