Superzapper

Posted by oddbob on September 30, 2006 · Lovingly Filed Under Development Log 
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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.

Superzapper

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