REVO v0.38.0: Weapon Collisions

For the last two weeks, I have rebuilt a core system of the game. This is the sort of work that has happened more and more over the past year or so as we approach a completed state. It’s important to make sure existing features work as intended.

If you find a bug, let me know so I can plug up the hole! Find out at the end of this REVO news update how to get access to test and show support before the game ships in the very near future.

Weapon Collisions

This rebuild has been a long time coming. I implemented weapons at the beginning of the project, so obviously they’ve been “good enough” for lots of testing and other work to happen. What isn’t ok, though, is when a bullet passes through one valid target to hit the one behind it or to hit the closest target but deal damage to the one behind it. This was happening all too often, though inconsistently, so it was a leak that had to eventually be sealed.

To create more reliable weapon collisions, I had to rewrite a small portion of logic for a few different things. Fortunately, this went pretty well and despite temporarily breaking all bullets for a day, I did get that back in order and the final result benefits several things, including minor optimizations that were introduced just by simplifying the rewritten code.

Super armor now properly blocks bullets and beams and can no longer be destroyed as it was always meant to be an invincible class of armor. Energy shields also are ensured to absorb every bit of attack damage while active. This means you’ll have to properly defeat enemies and cannot rely on bug exploits anymore. Good luck!

Want more detail on changes to the game? See the REVO Change Log.


Your Challenge

In the previous update, it became easier to get a game over, but now it’s also tougher to defeat your enemies. Test your skills with a free download of this latest version and see if you think it’s too difficult or maybe even just right. Just click the button below to sign up.

If you’d like to show your support for this project, why not playtest and send feedback? You can tell me what you like about the game and what parts you struggled with, which will help me raise the quality and smooth out that difficulty balance as I work to finish REVO for a final release later in 2021.

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