Times, trials, and turbulence.
Super Duper Laser Cannon
I received the image files from DogPriest for the HUD, which certainly add a greater amount of justice to it than my previous long-lived art has. You can see what the weapon slots, chatbox, and mini-map windows look like with it in the screenshots below.
Also implemented is the particle engine, at long last. I’ve always had a lot of fun with particle engines — arguably too much fun. The majority of my games have made good use of particle effects, most notably Membrane Massacre, where 99% of the visual effects were generated by the particle engine. Given this, it’s not a big surprise that I decided it was time to have a little bit of fun. 🙂
(A fun laser cannon weapon!)
(Ah, I got a little carried away. Super Duper Laser Cannon?)
I want to add several more ‘fun’ content items, like ammo clips that can be picked up and used, the explosion system (which will apply forces to all nearby props and generate shrapnel), destroying props (like breaking those darned crates), weapon recoil, and likely a rocket launcher. I wish that the development was always about the fun stuff. 😉
(EDIT: Oh, guh, and the health/ability bars were also added to the HUD, for anyone who didn’t notice. :P)