Superzapper
Wahey, after fiddling with a few different effects eventually settled on a lazer bar thingy that shoots up the screen for the superzapper effect, and it works fine… which is nice. Few small problems with the amount of particles I was originally throwing around (why do I do this everytime?) which I’ve had to knock down as I was bringing the testers computers to their knee’s.
Still to do is flippers clinging to the web/grid when they reach the bottom, the swoop in effect (I have no idea yet what I’m going to do for that, I don’t have enough space at the top of the screen to do anything too fancy) and the basics of level structuring then I’m ready to go. At least the levels are pretty easy to put together thanks to the original G-Force listing what you’re up against on each level.
Got all the sound effects done this afternoon too, a few bits of speech and some seriously old skool effects care of VOPM and a couple of other analogue VST’s. Trying to get as “arcadey” an atmosphere as possible with this, I think it works so far… and I’ve had no complaints about it yet… still time though.
No news on Willy other than conveyors are in and working and you can now die in game. Sadly, no-one appears to be able to connect to me when I run the server at the moment so we didn’t manage a live test tonight, quite possibly Stu’s updated the server whilst tinkering and we’ve not got the new version yet despite having the .exe for the game. Guess we’ll find out tomorrow. It has, of course, already managed to show up more problems with the rooms we’ve built, but again - nothing a bit of tinkering can’t solve.

Kaboom!
I love that moment when you get the collisions in and working and it really starts to feel like a game…

Willy Force
Not a lot to say about Willy really, Stu’s got pretty much most of the engine nailed down now - in last nights test build we can now wander about the rooms in all directions (previously, jumping up to a room caused it to throw a dicky fit), the objects can now be collected and once one player has collected it, thats that for that object…as it should be. So, bit of a laugh testing it tonight only marred by one awkward bug which apparantly cropped up when Stu added the slopes code… occasionally we can’t actually jump to the left.
No biggy to fix I’m assured, so all systems still go there.
Opened up VI for the first time in ages and started coding up the bonus rounds, had an idea to base them around G-Force and set to writing the basis of the code…after a few hours and a quick chat in IRC thought “Given its only a small amount of levels I might as well just do a quick G-Force remake”… hmmmph, so much for VI there then! Rest assured a good proportion of what I’m writing around G-Force will make it into the game in a slightly glitzier form, but I figure this is a pretty good way of testing wether the bonus rounds will work as a mini-game in itself.
So far, not a lot to see other than a quick test of things working as they should…the player moves between grid lines and the flippers flip and stalk towards you - tankers split… thats about it for now, few more enemies to code up when I’m less tired (as in, not about to hit the keyboard like now) and I’ll just sling this out pronto. Quick, dirty and hopefully at least reasonably playable.






