New video: I've been meaning to post about the progress
on the lion but it's taking longer than expected, so instead here's some other stuff I'm working on:
There's this problem with jumping that's been bothering me for a while. Around edges, even if you press and hold jump for maximum height, a running jump is sometimes weakened because the player is already falling.
This shouldn't happen, because either there is no ground and the player should not be able to jump,
or there is ground and the jump should go to its full height when held.
Nevertheless.
Thus far I had been unable to fix this without breaking either the feel of the jump, or collisions. So what I ended up doing is fudge jumps around edges by creating a temporary platform to jump from as long as the player is near the edge, basically anywhere in the
"I should have been able to jump there"-range. It's not the prettiest solution, but it works.
This also helped improve jumping from stairs. Since the player only touches the ground once or twice when going down a slope I have to fake contact to allow a jump even when the player is not touching the steps. This creates the same problem as the edge thing, which I previously compensated for by putting extra force behind stairs-based jumps... but this didn't always work. The temp platform solves it more cleanly.
Another change is that the
BLIND-power now interrupts GRAB. Before the main use for this power was preventing enemies from spotting you but this doesn't really work in split-screen against a human player since they can see you anyway. At best it disorients your opponent because they can't see where they are going, or prevents them from using a power in that area. Now you can actively mess with a player using GRAB by causing them to drop whatever object they are holding.
As shown in the video the shield now blocks passage on both sides which makes co-op a bit more interesting because now if one player is blocking enemies they have to open their defense to let the other player pass, which adds some risk. (before you could walk through from the inside)
Also:
- vases leave a puddle of red wine when broken.
- ZAP/LIGHTNING beam highlights target
- ZAP does 2x damage instead of instakill, costs 3 sacrifices
- increased max sacrifices you can carry to 5
-
some changes to the Versus level.
- revised co-op HUD layout
- other tweaks and fixes
Download:
http://www.ninjadodo.net/temp/hellas/hellas_v21.zipNOTE: The wild boar is not in this build.I'm going to stop doing downloadable versions for a while but if anyone wants to help test new enemies and levels etc as they develop send me a PM.