Fixed a couple of bugs today with the shooting.
The first one was really hairy and was really with the core mechanic of what I'm calling "cornering" now (even though it's really when things go over the edges of the cube. "cornering" just sounds a little cooler i/g). i was seriously a little despondent about this and having thoughts of trashing the whole project because of it
. fortunately, it turned out to just be a bunch of hacky crap left over from an earlier iteration, and I was able to debug through it, find the bits of shitty code that was causing it, and fix that up without having to re-architect anything
second bug was shots getting fired through the walls. a wave beam type thing might be cool as a weapon upgrade, tho. this was clearly a bug that needed to be fixed.
also removed some of the pooling i was doing on shot entities, as it appeared to be recycling shots that were still live. i might have a talk with the developer of the pooling system i was using about it, but definitely noticed an improvement when i switched it back to instanced shots from pooled shots. premature optimization is the root of all evil.
added the robotron-style firing back, because that was really easy to do, and people were complaining about imprecise aiming in the last playtest. ideally i'd add some kind of aim cursor a la hotline miami. that's probably a little more work than i've got energy for tonight. it is on the list, though.
also noticed that some of my core maths might actually be kinda wrong in spots..? there's been some odd bugginess lately and it's been driving me a little nuts with this project. some of it may just things that may have been latent for a while and not very noticeable because things were not moving over the edges very fast or very often. think i'm going to go through and prove them out on paper tomorrow and then record the proofs in the source comments for posterity.