Next up
Right! A bit of an update. Found and corrected the error. This is what current gameplay looks like. For my thesis project at Yrgo I will build an enemy AI for this game, and until then continue to improve the feel of the game.
When the weapon collides with an enemy a ray is cast from the edge of the weapon. The coordinate where the ray hits the edge of the game area is used to set velocity to the enemy in question.
Early gameplay footage. Currently working on the "batting" mechanic. Right now it´s somewhat unstable.
This is what I'm currently trying to solve. When the enemy is hit it's sometimes ignoring its heading and thus not travelling correctly. Only sometimes of course. Gotta love those "only sometimes" bugs.
Short intro of us 💕✌️
We're an eletro duo based in Seoul 🇰🇷 Heavily influenced by the 90s.
Our new album #Xennials is all about the nostalgia of that era 💽 CD listenin 📟 beeper beepin 💾 floppy disks floppin days 😎
Stream now! 🎧
https://open.spotify.com/album/3YwWhnHWVy5cA8XOpbaGRA?si=8E9awqU…
Chiaki Nanami!
Runestones: from concept to in-game model🗿
So here's the first of the zodiac signs i will make for the next weeks.
I-Buki
Mio-Da!
Ibuki Mioda!
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