Devlogs
Stuff and junk and stuff
Here's just a random list of things I've done on Unsafe in the past several days:
- Replace the old input system's use of the low-level SDL joystick API with the higher-level SDL game controller API. It's less flexible, but realistically am I ever going to use a controller besides a standard Xbox game controller? No, I am not.
- Reactivate the player's guns and improve their visuals somewhat. Also add a crosshair indicating the actual place the bullets will go. Revolutionary!
- Started on giving other ships the ability to actually fly around instead of just sit in one place: this included adding the first actually useful behavior to the AI system ("fly to point") and then implementing a basic ability to rotate towards the direction desired and get moving. As an interesting side note, I first implemented it planning to have the AI slow down to turn and then accelerate when pointing to the target, but got it backwards by accident only to discover that it looks much better if the AI accelerates on turns, giving it these great swoopy motions. As another interesting side note, my game has rough airplane control style for the player (roll the craft to the desired angle then pull back to ascend) but it was proving difficult to translate the AI's motion into those control inputs. I decided to just let AI ships rotate towards their desired angle and it looks fine.
- In the process, fixed a busted quaternion constructor that was causing problems up and down the project. This was not the first situation where Copilot pointed out the issue and I refused to believe it -- "I deny you!" I shouted. "Algorithmic slop! Glorified chatbot! Hallucinations!" -- but it was right.
- Add dynamic display properties in the inventory UI, so additional information displayed in the screen ("Durability 70/100," for example) is defined in the items config file instead of hardcoded.