Click, Boom, Splat. Destructible bodies are finally in!
(Pardon the picture quality, Tumblr likes to resize)
Working on post effects!
So tonight I’ve been trying to square away an effect I’ve wanted to try out for a while now. See, the color red has been an important part of Madness for a long time…for obvious reasons. I wanted to explore that fact with a shader unique to our game.
The pictures included show a step-by-step sequence which demonstrate how this effect will occur. First, we have a shot of Hank battling a few zombies. This is the way the game currently appears.
Following that is my shader excluding all colors except for the designated one (in this case, red). To see what this effect might look like with a blur, I simulated it in Photoshop (I’m currently coding the section of the game that will do this automatically), and then added it as a screen onto the original image.
I think it looks pretty good, but we’ll see as we go if it really serves the purpose we want. I’m hopeful.
*Update: Added another 2-image set for effect demonstration.
Whoops. We made a mess.
Returning to stress testing unit counts.
Hank battles an armored unit. Bullets deflect all over the place, pew pew pew! His own men are knocked to the side as he barrels after you. And you thought G03LM units were tough!
Left with no other choice, Hank flies behind cover and fires over the top of a cargo crate. Deflected bullets bounce into the armored unit’s allies, but he isn’t slowed.
Oh man, this radio silence is KILLING us. We’re dying to show off what we have, and the demo trailer is not long in coming. Matt’s been working on a slew of animations and new guns. I’ve been adding new features, such as snap-to cover, firing over high obstacles, and combat AI. Lots and lots of combat AI.
See you guys in a few! And when we meet again, we’ll have that video ready for you.