First obvious change here is the new windmill in the middle of the screen. Andy’s lovely programmer art is used to show off our new rotating physics capabilities. The stack of boxes on the far right used to be with the sleeping ones in the middle, but were slapped around by the windmill and into the zombie’s face.
The zombie has some extremely sophisticated AI that allows it to seek the player’s brain in a straight line. Determined to feast on the player’s delicious brain, the zombie pushes on — despite boxes littering the path. If the zombie appears to be intersecting the boxes, you’d be right. This is due to the fact that we were lazy when we ripped Metal Slug art for the zombie and didn’t center the sprite on the bounding box very well, which is just off the screen in the picture.
Work continues on the charter mark system; while we don’t see any marks in this shot, the fire one now has a proper flame trail that isn’t made of peppers (don’t ask). Initial explosion force support is being tested to hilarious results that may or may not have resulted in a jet pack rune that heat seeks your face.
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