Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

1.The firing effect of handguns in the game is similar to that of railguns in Quake 3. The trajectory of the bullet is clearly visible in a straight line. I have researched it before, but I am curious about your implementation method

2.The shovel in the game can be thrown. And the orientation of the shovel model after collision is determined by the direction in which the player throws it. Maybe you're not quite sure what I'm trying to express, I've tried adding a bullet hole at the collision point of the projectile before. However, the direction of the replicated bullet hole model during projectile collision cannot be changed. If my bullet hole model is vertical to the ground, then it can only be perpendicular to the ground forever, which results in the bullet holes appearing on the ceiling and ground not matching, which is disappointing. I want to know how you did it

3. I want to know how the effect of collecting shovels in the air for multiple jumps is achieved

4. The options on the start interface will have a zoom animation when the mouse passes by. I am curious about your implementation method

5. The game seems to use graphics shaders, if so, I would like to know the source

6. The suit enemies in the game will bounce up when hit, and I don't think the effect is achieved by directly moving the enemy model on the Z-axis, right?

there is too much things to unpack, I cant do all the explanation in a single message, therefore Im not going to, have a nice day pal!

Deleted 83 days ago
(1 edit)

alright here's some advices i find the most crucial. all the effects were made with planes with textures, always think what interaction could or must be organic to the player, know your toolbox well and if you understand it well enough only then you can search for more tools, read books, also experience with other engines might help.

in other words i used tonnes of extensions, binary exe by JIC for extended API. the game doesn't use any third party shaders

also the method used for adjusting the shovel's orientation can't be used for things like bullet holes since the issue would be the same. sad but true - engine doesn't support decals. u ether know programming well to make an illusion of stuff like this or just forget about it and move on, like i did. Sure the spectacle would be much more interesting and fun if there were bullet holes and blood pounds but hey, at least you still can make some stuff with particles, which is still fun kinda, and also these stuff doesn't determine the game