Week In Review – Nov 23

A moderately productive week this time. Here’s what I got up to!

 

Pistols Hitboxes

Most entities in Bleed have a hitbox that tells them where they collide with tiles and other entities. That’s fine 99% of the time, but it was causing problems with the pistols in some cases.

The gist of it is: I want the pistols to have a bigger hitbox than they appear to, so that you don’t need pinpoint accuracy to use them. The problem is that the more generous I make their hitbox, the more likely they are to collide with tiles instead of the enemies the player is shooting at — especially problematic when aiming up or down raises in elevation.

My solution was to make the pistols a special case. They now have two hitboxes — a teeny one to collide with tiles, and a generous one to collide with other entities!

Level One Is Done!

Yaaaay! I finished the first level of the game this week!

I mean, there’s still a lot of polish that could go into it, enemy placement and layout that could be adjusted… but it’s fully-featured and playable from start to finish and that’s a great milestone for me. At some point I have to say enough is enough and move on, or I’ll just be stuck endlessly iterating on the same content. I’ll also be happy to leave that yellow colour palette behind for the time being!

Here’s an amusing look at how far the interior tileset came from it’s inception to now.

I’m still not 100% happy with it, but you gotta admit it’s come an awful long way.

On To Level Two!

With the amount of things I’d like to keep a surprise about the game, I’m realizing I might not have enough super-interesting info and pics to sustain these weekly updates until the game’s release… but that isn’t stopping me from showing a second before and after shot, this time of the first area of the second level! I think it’s become a lot more clear and easy to look at now.

Laaaaaater!!