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"Lumo Journal: Week 31"

Posted: 11 December, 2023

Lumo Journal

11.12.2023

We have a shooter! Placed a load of static destructibles, made some on-screen damage indicators for them, got the damage working via Gameplay Tags and added some big ol’ explosions. Tomorrow, ship movement!

12.12.2023

I have ships that move along splines.

Some of the splines track the camera’s position, so enemies can swoop in from above and below, to add a bit of interest. Looks great, but there’s a point where the camera relative enemy movement begins to look broken. You can see that it’s a path that’s tied to the camera, basically. Hilariously, simply detaching the spline when ships get close enough to the player’s plane of movement is all that’s needed to hide it. I was expecting to have to come up with a far more complicated solution.

Anyway, I have static splines for fixed waves and moving splines for swooping waves. Now I need to manage them.

13.12.2023

Didn’t get much done today. I had to do paperwork for the accountant, and grade a some student projects… But I did write a generic “wave spawner” that throws ships, on a timer, down my splines.

I think I’ll confine this to a specific part of the ship. It’s a bit much when it’s happening everywhere.

14.12.2.2023

Another half-day. Textured the placeholder ship, and added particle trails to all the things.

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