This week I’ve managed to finish the sky boxes for EotS. I think these have gone through about a billion* incarnations so far, mainly due to the size of the stars in the background.Read More
Ok, this one was a bit fiddly, this is due to having to manage each particle on a per frame basis and ensuring you have a valid reference to that particle's position in the path during its lifetime.
After trying multiple methods, which didn't work; ended up on deciding that the only way I could think for managing a waypoint system on a per particle basis, would be to do it based on distance, and each particle is to move towards the next waypoint from their closest one.
This I found, really reduced the complexity in the script, and in my logical process to figure out a working method.Read More
Everything about the HUD is going to be a lot simpler than the existing version. No more of those grey frames taking up valuable screen real estate.Read More
Currently we're building one of the games secondary weapons. The lightning gun, or Tesla cannon as its been nicknamed in the studio. Out of all the weapons this is probably been the trickiest to build.Read More