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Weapons on Wheels 2
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“Weapons on Wheels 2” – Weekly Update 3


Don’t fret, I didn’t lapse into another period of inactivity.  Last weekend was just a bit different so I didn’t get a chance to write up a new post.  Plus I wanted to figure out how to get some solid screen capturing done so I could upload gameplay footage, and that’s just what I did for this week’s post!

Check it out – in the video, I show off some of the weapons in the game.  As of right now (and this will probably be final), there are six weapons, each with four upgrades.  They include machine guns, grenade launchers, boosters, mine deployers, and oil slickers.  The video only shows off those five since the sixth isn’t ready yet, and will thus remain secret.

Tomorrow (or today, or yesterday, I don’t know) I intend on finally creating a “dummy” level to begin implementing collision detection.  I already have all of the “hard work” done, the separating axis theorem has been programmed into the game since near the start, I’m just not actually actively checking for collisions yet.  This should make the process go smoothly and I hope to have the player car smashing into walls by tomorrow night (or last night, or whatever).

Sometime this week I’d like to make the AI cars “solid” and have them react to weapons (as in, have projectiles blow up on contact with them).  After that, I’d like to get the sixth weapon functional and then finally begin focusing on actual AI, though now I’m getting ahead of myself.

But alright, that’s it for this week’s post.

Now get lost.

  1. Paul D'Amora utters: September 22, 2012 at 8:40 pm

    Not bad. Not bad at all.

    • Ralph utters: September 22, 2012 at 8:43 pm

      You know whenever you leave a positive comment on anything I do I always feel uneasy.

      Like I’m overlooking the sarcasm or something.

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