In light of #11 being a thing. I've decided that I'd need a projectile system to be a thing mainly to help accommodate for less work with making animations and such. This , however, lead to other thoughts and ideas as well.
The Lovely Bullethell Experience
Projectiles are a key component in literally every Touhou Game. Ya fly around, grazing and dodging them. As such, I wanna implement this kinda feel in the game while also keeping the main SRPG portion of it.
So I've decided to make this here. A projectile based system. The key components of it are simple. It'll function as any other entity on the map but certain projectiles will allow for sway and deviations. Meaning that sometimes, you'll have to plan your shots.
This is actually ironically enough, pretty easy to add in. Standalone, at least. Even easier than #11 (Ammo Counts) or #5 (Special Item Skills) here. The main reason this is such a good thing to consider now, is because it'll flow heavily with the ammo count system and adding in all the math and programming for such things will make it pretty hefty.
Here's some of the features you can expect to see with this upcoming system.
(As such, I'll checkmark what's done when it's done.)
Projectile System Features
[ ] Dynamic Interactions! This is essentially the whole swaying and deviation thing I mentioned. If the bullet is aimed at a target say... 5 Tiles away (- = 1 tile) from you but he's got a friend near him. You're X, Target is Y. His friend is Z. P is projectile. Now say you're using a heavy recoil Revolver. If you were to say.. Try and shoot the target. The projectile will shoot anything within its path. As shown below. Now let's say that due to the recoil, it managed to deviate a bit from its path. Due to that recoil, the bullet will then switch paths , and possibly hit another target. Which can lead to unintended results!
X X X
P -
-
-
P -
Y - Z Y - Z Y - Z
[ ] Individual Projectiles! Every projectile will be unique and have its own version of things. Meaning all do individual damage, critical values and such based on the values of the gun itself!
[x] Projectile Icons! This should be natural, but come on. You should be able to see what's about to explode your ass.
[x] Projectile Ranges! I don't want some 9mm Bullet causing the AoE Explosion of a rocket, you know.
[ ] Projectile Sizes! Some will take up two spaces, and if one hits something, the other will be rendered as also hitting as for they are one in the same. This will also allow for not being able to slip ranged weapons through those crooks and nannys and such. Hopefully, this'll make people think over positioning before trying to provide some support.
That's pretty much that. This is planned far from now. So don't expect it anytime soon. At least in an official release of the Alpha Test.
Projectile Systems - The Bullethell Expectations
In light of #11 being a thing. I've decided that I'd need a projectile system to be a thing mainly to help accommodate for less work with making animations and such. This , however, lead to other thoughts and ideas as well.
The Lovely Bullethell Experience
Projectiles are a key component in literally every Touhou Game. Ya fly around, grazing and dodging them. As such, I wanna implement this kinda feel in the game while also keeping the main SRPG portion of it.
So I've decided to make this here. A projectile based system. The key components of it are simple. It'll function as any other entity on the map but certain projectiles will allow for sway and deviations. Meaning that sometimes, you'll have to plan your shots.
This is actually ironically enough, pretty easy to add in. Standalone, at least. Even easier than #11 (Ammo Counts) or #5 (Special Item Skills) here. The main reason this is such a good thing to consider now, is because it'll flow heavily with the ammo count system and adding in all the math and programming for such things will make it pretty hefty.
Here's some of the features you can expect to see with this upcoming system.
(As such, I'll checkmark what's done when it's done.)
Projectile System Features
[ ] Dynamic Interactions! This is essentially the whole swaying and deviation thing I mentioned. If the bullet is aimed at a target say... 5 Tiles away (- = 1 tile) from you but he's got a friend near him. You're X, Target is Y. His friend is Z. P is projectile. Now say you're using a heavy recoil Revolver. If you were to say.. Try and shoot the target. The projectile will shoot anything within its path. As shown below. Now let's say that due to the recoil, it managed to deviate a bit from its path. Due to that recoil, the bullet will then switch paths , and possibly hit another target. Which can lead to unintended results!
P -
[ ] Individual Projectiles! Every projectile will be unique and have its own version of things. Meaning all do individual damage, critical values and such based on the values of the gun itself!
[x] Projectile Icons! This should be natural, but come on. You should be able to see what's about to explode your ass.
[x] Projectile Ranges! I don't want some 9mm Bullet causing the AoE Explosion of a rocket, you know.
[ ] Projectile Sizes! Some will take up two spaces, and if one hits something, the other will be rendered as also hitting as for they are one in the same. This will also allow for not being able to slip ranged weapons through those crooks and nannys and such. Hopefully, this'll make people think over positioning before trying to provide some support.
That's pretty much that. This is planned far from now. So don't expect it anytime soon. At least in an official release of the Alpha Test.