Working on Super Mansion Quest again
Over the last few weeks I've been working on Super Mansion Quest, just so I could play around with making some guns in it.
So far it's gone pretty well, I'm really enjoying working on it again.
To fix this I need to add some more things to the target range, such as targets that take more damage.
After I've created more weapons there's a few other features I want to work on such as a reload indicator with both a bar and timer because without sound or a custom animation there's not really any good way notice that a gun has been reloaded.
I'm also going to put in total ammo count because without that weapons are unbalanced and I can't get a feel for how long a weapon could be used without having to find more ammo.
I've also managed to fix a few things about the game not directly linked to the gun mechanics which will make it a lot easier to work on in the future.
So far it's gone pretty well, I'm really enjoying working on it again.
- Added two new guns in the form of a machine pistol and a rifle
- Simplified the weapon creation process temporarily so I don't have to manage so many events for a single weapon
- Worked out how to convert Rounds Per Minute to the interval for each bullet (60 divided by RPM)
- Created a guide for creating new weapon types
- Created a room for target practice
- Added a recoil feature which makes the bullet spread of a weapon worse the longer it is fired
- Added dotted lines to measure the bullet spread
- Created a central dotted line to allow the player to line up long distance shoots easier
- Created a simple bullet firing noise
- Adjusted the pistol stats
To fix this I need to add some more things to the target range, such as targets that take more damage.
After I've created more weapons there's a few other features I want to work on such as a reload indicator with both a bar and timer because without sound or a custom animation there's not really any good way notice that a gun has been reloaded.
I'm also going to put in total ammo count because without that weapons are unbalanced and I can't get a feel for how long a weapon could be used without having to find more ammo.
I've also managed to fix a few things about the game not directly linked to the gun mechanics which will make it a lot easier to work on in the future.
- GUI layers now use global layers as opposed to global objects which make them a lot easier to maintain
- All text objects have been replaced with a single spritefont which makes managing it a lot easier
- The opening screen now has some menu options instead of only being able to start the game
- Fixed a long standing bug to do with item selection
- Fixed a bug caused by reloading while changing rooms
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