Vehicle Update 07

  • Previously, the Sabre only had hitboxes on the chassis, this has been corrected. Now, both vehicles can take damage and be destroyed, and have accurate and detailed armour plates. They’re not 1:1, they are simplified compared to the 3D model, but detailed enough for what is needed.
  • I updated the crosshair and mouse placement image, as they hadn’t changed since the start and were gross placeholders. I still need to do a final UI concept but these are closer to what I had in mind.
  • I added an ammunition counter to the side of the crosshair, so you can tell how many rounds (primarily for automatics) are remaining before reload. This definitely will move and change, but I felt for now it needed to at least be prototyped.
  • Likewise, I added a “weapon name” and “ammunition name” element to the bottom right of the HUD. I will explain more in a moment.
  • You can now switch between the main cannon, and the coaxial machine gun. The HUD will tell you what you are currently using, and the ammunition counter will reflect current ammunition. If the selected weapon has more than one ammunition type you can see that, too. You can cycle between ammunition types using left and right on the d-pad, currently.
  • (That may become a radial wheel in the future; I will likely aim to get that working for a demo and see what people prefer. Likely, this text will turn to icons at some point, but for now it serves a purpose)
  • Fixed broken rate-of-fire which made the machine gun fire like a hose.
  • Fixed issue where any weapon script would fire when “A” or “LMB” was pressed, due to all weapons drawing from the main firing input. Now, only the selected and active weapon is triggered.
  • There is now a sound to indicate a weapon has reloaded and is ready to fire. There is also now a sound for when you try to fire while reloading, indicating you currently have no rounds and are reloading.
  • When you fire, it cycles through a couple sound effects now, so automatic weapons don’t cut off a sound in progress when starting a new one. This can also allow for variation in firing sounds to break up automatic fire.
  • Previously projectiles were just an elongated mesh; they still are, but how elongated is now based on speed. It just prevents projectiles that come to a stop looking like huge needles.

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