![]() ![]() As we have been loading them I’ve been going back and forth and comparing our implementation to the original, trying to match it – but there is one area where we are intentionally not trying to do so. Until now we’ve been using placeholder numbers, but now it’s time to start applying the data we’ve been loading. We assume a refire rate of 0.04 seconds (compared to 0.1 seconds for the WCP stormfire). Clearly the intention is for it to fire every frame at 1996 framerates. The Stormfire is listed as having refire delay of zero which is obviously meaningless. This isn’t a feature found anywhere in the actual game, and the stats are such that there’s not that much of a benefit – but we love how it looks and how it feels to play with the rapid fire weapon. ![]() Bullet hell!Ī Hermes shuttle will drop a Stormfire cannon for you to attach to your Hellcat. Loading the stats meant supporting all the weapons we encountered – and there’s one you may not have been expecting if you haven’t played the demo. The first of these is largely done and has driven a lot of new work one piece of which is implementing the stormfire gun. Running the mission scripts for all of the objects.Applying all the now-known stats values to the game objects. ![]() As we work towards the demo release there are three main areas to focus on: ![]()
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