LUCTUS prototype update #1
A small update.
Bug fixes:
- Set so that shooting doesn't depend too much on the framerate. (before if the framerate gets too low, the SMG's firerate would actually be reduced)
- Fixed the player character's jitter that happens when the framerate gets too low.
And there is one thing that I would like to explain. I've been thinking hard how to solve this problem, who know it would be this easy.
In a normal topdown-shooter when you see an enemy like this:
You would normally think that you can just shoot anywhere that can be seen, right?
But since LUCTUS is a 3D top-down shooter game that is played from the side... This happens...
This is due to the fact, that normal hitbox counts everything on a 3d space, and realistically that is what is happening, but it's very hard to train to not aim at the general vicinity of the enemy.
So, I've created a system that kinda detects when the player has shot somewhere behind the enemy.
Now, you can do this:
The simplicity of the way it works makes me feel proud that I've been able to do it.
It's mostly just making an invisible hitbox that looks at the camera, but it also scales itself a bit with some math.
Well, thanks for reading this last one, it's not much, but this is something that have been plaguing me ever since I've created the game, and I just found out a simple solution to it. (the other one was to make a completely custom collision detection, combining 2d physics system and the 3d graphics.)
Files
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LUCTUS
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Status | Prototype |
Author | IIopn |
Genre | Action |
Tags | 3D, Fast-Paced, Female Protagonist, Futuristic, Singleplayer, Top down shooter |
Languages | English |
More posts
- LUCTUS is now on HiatusMar 22, 2021
- LUCTUS? | DEVLOG #3May 15, 2020
- It's coming together | LUCTUS | DEVLOG#2Apr 15, 2020
- Progress on the game | DevLog #1Mar 19, 2020
- DEVLOG where it's normal dev to gamer interactionMar 04, 2020
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