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Overhauling the Shoot Mechanics

Dimension Defender
A downloadable game for Windows

The line tracing in the above video follows this color scheme:
Green line - Camera to Crosshair
Red line - Gun Barrel to Crosshair
Purple - Hit Markers

My next steps for this overhaul include some bugfixing, primarily with the new mechanics being slightly unreliable at mid to long range (as can be seen in the video when I am shooting at the second enemy), and some animation work. Currently, our animations are not split for movement, meaning that when the player moves around his upper body moves a lot too. This swings the barrel of the gun around wildly and leads to some less-than-accurate shooting while moving. I plan to split our animations for the movement stuff so as to keep the upper body (and gun) steady during movement, with the notable exception of sprinting - as shooting is locked during sprinting anyways. I also intend to set up logic for the crosshair using a similar system to the line tracing seen above. I'd like to have the crosshair turn red when over a valid enemy target, and revert to blue otherwise.

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