1,849 karma · joined January 28, 2008
I actually find that collision detection does affect performance. For example, in Pistol Slut, when an exploding grenade throws out forty pieces of shrapnel, there was a noticeable slow-down before I did some optimisation.
Great summary of cost of living and tech scene from maxklein. You can live very cheaply here, if you work at it. Some bars serve a half-litre of beer for 1€, some reasonable apartments can be got for 120€ a month if you can live with coal-fired heating.
The other tech company I know well is SoundCloud. They are great. They are mostly Ruby-based, but they're expanding the technology they use rapidly at the moment, so they might be flexible.
Good luck: Berlin is a fantastic place to live.
Gin Hemingways http://www.liquoranddrink.com/Drinks/344-Hemingway-Daiquiri-... Warming on a cold day.
Hefeweizen
Coffee
The player will get the mortar launcher - still figuring out how to make the controls work.
I hadn't thought of giving the enemies limited ammo. I will try it and see how it feels. I haven't done any work on what weapons the player gets and when. This will come once I start making more levels.
Yes, a damage bar seems like a good intermediary step while I explore other options for showing bullet hits.
Yes, I agree it needs a game over screen and a way to restart without reloading. These are both high up the list. The reason they are not there yet is that I think of the game as a sandbox at the moment.
I'm considering doing an unrealistic Halo-like health system. That is, if you take too much damage too quickly, you die, but your health recharges when you're not getting hit. I think this allows set pieces - "I've got these resources to get through this section" - which is exactly what I'm trying for in Pistol Slut.
I'm simply posting this to show off what I've been working on. I would greatly appreciate suggestions for improvement. I know the graphics are horrible.