Slithering Side Quest
Progress continues on Antiutopia, as I encounter an unfornate side quest of dealing with a large snake.
There's A Snake In My Boot!
The past week or so I've continued development on Antiutopia; development is mostly progressing away from low-level engine work into actual game development. There's still a few bugs to work out.
As I mentioned in a previous post, I have began settling into a new permanent work space, while this has come with its benefits, the space itself is in need of a bit of work. While working last week, I had the lovely experience of encountering a
large rat snake that has taken up residence within the ventilation system. I've managed to patch up any holes that I could find, and while doing so found the snakes main entrance ( which it decided to guard ). So while the snake has won the battle, it has not won the war.
It is essentially a giant game of cat and mouse, so to speak, as I have to wait for the snake to leave its post in order to get into the ventilation system and patch up the holes. It's been a fun little side quest.
On the development side of things; I spend some time adding a simple chat display- which just essentially shows the killfeed. Most of the system was already implemented earlier, but the HUD was not created until now.
I also managed to get most of the weapon pickup system implemented, and added a cool little "overlay" effect to show when a weapon is in range to grab.
On top of that, I continued to improve upon the previously mentioned "weapon lowering" effect, which smoothly lowers your weapon the further you press into a wall.
Thanks to the time I spent implementing handling bones with the weapon actors- which allows me to easily attach the weapon to the player's hand- I was able to quickly implement a simple "weapon kickback" effect, which adds a little bit of extra life to the weapons as you fire.
That's about all for now. Keep an eye out for more updates!
- Nick