In this episode we add a couple of options at the end of the game to restart or exit. Everyone has to agree to a rematch and one person leaving will end the game for everyone.
In this episode of this game making series, I improve the way the weapons work after feedback from some testing sessions with friends. I also announce the start of my streaming of asset creation for the game that has already been covered in these tutorials. Note that I have created a matrix space for anyone interested. If you do not have spaces, or do not like them, I have also included direct links to the rooms. I have a bot in the announcements room that will announce the start and end of streams.
Streaming: https://glimesh.tv/TechieDamien
Matrix Space: https://matrix.to/#/!yelroSzZBzJWHxNtXY:matrix.techiedamien.xyz?via=matrix.techiedamien.xyz
Matrix Announcements: https://matrix.to/#/!yVQpKULjaNguQNqkNg:matrix.techiedamien.xyz?via=matrix.techiedamien.xyz
Matrix General: https://matrix.to/#/!YCnxQCUxnUEgBqOfmv:matrix.techiedamien.xyz?via=matrix.techiedamien.xyz
Matrix Feedback: https://matrix.to/#/!ddqfSBkSBGaVSkAxTF:matrix.techiedamien.xyz?via=matrix.techiedamien.xyz
Matrix Random: https://matrix.to/#/!zZBVRBKigTEaVuIhFL:matrix.techiedamien.xyz?via=matrix.techiedamien.xyz
In this episode, we work on creating sound effects. We create sound effects for the laser, including wind up and wind down sounds, the engines and the buttons. We also prototype an idea for creating dynamic effects for the slider by modelling white noise.
In this episode, we work on the PlanElement class and the child class, ThrustElement. We then move onto working on creating the GUI to be able to set the parameters on the ThrustElement.
In this episode, we work on creating the code that runs when a player disconnects and when we need to cancel the game, or when we can keep going with the disconnected player(s) handled by a 'zombie' ai. As always, the code is available on https://git.techiedamien.xyz/ under the explore tab.
In this episode, we create a little widget that displays the direction of thrust and torque. We touch on simple shaders towards the end. The code for the stl -> obj converter is here: https://gist.github.com/DAMO238/4f0910f4f86d8a0fb814859b5336b327.
In this episode, we create a way for the player to see where they need to position the enemy such that they can fire on them. We also go over how to more effectively use Git and Gitea in order for your edits to be combined with other peoples edits to allow for transparent and efficient teamwork. We also make a few edits to the music player to allow a random choice from a selection of themes to play in any given scenario.