{"id":261,"date":"2014-11-09T15:35:19","date_gmt":"2014-11-09T20:35:19","guid":{"rendered":"http:\/\/www.bootdiskrevolution.com\/?p=261"},"modified":"2015-08-23T14:30:54","modified_gmt":"2015-08-23T18:30:54","slug":"wir-09-11-14","status":"publish","type":"post","link":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wir-09-11-14\/","title":{"rendered":"Week in Review &#8212; Nov 9"},"content":{"rendered":"<p>I usually feel like blog posts have to be these big productions&#8230; and that mentality results in my making very few posts. I&#8217;m trying something new &#8212; short and simple, here&#8217;s what I worked on this week! I hope you find it somewhat interesting!<\/p>\n<h4 style=\"text-align: center;\">\u00a0Cinematics System<a href=\"http:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2014\/11\/cinematicHelper.jpg\"><br \/>\n<\/a><\/h4>\n<figure id=\"attachment_265\" aria-describedby=\"caption-attachment-265\" style=\"width: 240px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2014\/11\/cinematicHelper.jpg\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"wp-image-265 size-full\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2014\/11\/cinematicHelper.jpg?resize=240%2C120\" alt=\"\" width=\"240\" height=\"120\" \/><\/a><figcaption id=\"caption-attachment-265\" class=\"wp-caption-text\">Some of Wryn&#8217;s sprites for the cinematic system.<\/figcaption><\/figure>\n<p>There are going to be in-game cinematics in Bleed 2, but don&#8217;t worry!! They&#8217;re nothing more than a few seconds long, and mostly just level transitions&#8230; but they will be there, so I made a re-usable system for player cinematics! It uses a small number of animations that can be swapped out depending on the current player character, so the story will make sense no matter who you&#8217;re using or how many players are present. Co-op is only a thought right now, but I&#8217;m trying to anticipate problems like that ahead of time, so it should be fairly easy to put in when and if the time comes!<\/p>\n<p><!--more--><\/p>\n<h4 style=\"text-align: center;\">Entity Draw Order<\/h4>\n<figure id=\"attachment_263\" aria-describedby=\"caption-attachment-263\" style=\"width: 480px\" class=\"wp-caption aligncenter\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"wp-image-263 size-full\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2014\/11\/drawOrder.jpg?resize=480%2C320\" alt=\"\" width=\"480\" height=\"320\" srcset=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2014\/11\/drawOrder.jpg?w=480&amp;ssl=1 480w, https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2014\/11\/drawOrder.jpg?resize=300%2C200&amp;ssl=1 300w\" sizes=\"auto, (max-width: 480px) 100vw, 480px\" \/><figcaption id=\"caption-attachment-263\" class=\"wp-caption-text\">Before (above) and after (below) the change.<\/figcaption><\/figure>\n<p>In the original Bleed, entities (like bullets, enemies, etc) drew to the screen in a pretty random order. This week I changed how drawing works to help make sure smaller entities aren&#8217;t hidden behind larger ones! The image is a pretty extreme example, but it does demonstrate before and after the change. The number and location of bullets is much more apparent now.<\/p>\n<p>&nbsp;<\/p>\n<h4 style=\"text-align: center;\">Pistols \/ Katana Combo Weapon<\/h4>\n<p style=\"text-align: left;\">Finally, I re-wrote the pistols\/katana combo weapon &#8212; due to a glitch, you could swing the katana literally every other frame (so, 30 times every second.) You can still swing it really quickly&#8230; but I think at some point there needs to be a reasonable limit in place. My two main reasons for this are: One, I don&#8217;t want players to feel they need to button mash to excel. Two, while I want bullet reflecting to be easy and responsive, I want there to be some cooldown on it so players can&#8217;t blindly swing non-stop and insta-win everything.<\/p>\n<figure id=\"attachment_264\" aria-describedby=\"caption-attachment-264\" style=\"width: 480px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2014\/11\/katanaPistols.gif\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"wp-image-264 size-full\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2014\/11\/katanaPistols.gif?resize=480%2C320\" alt=\"\" width=\"480\" height=\"320\" \/><\/a><figcaption id=\"caption-attachment-264\" class=\"wp-caption-text\">The pistols&#8217; firing delay is down to 50ms \/ 3 frames.<\/figcaption><\/figure>\n<dl id=\"attachment_264\" class=\"wp-caption aligncenter\">\n<dt class=\"wp-caption-dt\"><\/dt>\n<\/dl>\n<p style=\"text-align: left;\">Also, while the pistols previously took 100ms (~6 frames) to start firing after the katana swipe, I&#8217;ve brought it down to 50ms (~3 frames.) One of the main goals of Bleed is quick and responsive combat, and even 6 frames begins to feel like a sloppy, cumbersome delay when you get in hectic situations. They fire so quickly now that I had to tweak the animations &#8212; while the sword is out Wryn fires with the pistol in her back hand only, switching to both hands once the katana is put away.<\/p>\n<p style=\"text-align: left;\">Aaaaand that&#8217;s it! Next week I plan to begin piecing the first level together, specifically refining its bosses, making them more challenging, responsive and fun. With any luck I&#8217;ll have a post up about that, too!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I usually feel like blog posts have to be these big productions&#8230; and that mentality results in my making very few posts. I&#8217;m trying something new &#8212; short and simple, here&#8217;s what I worked on this week! I hope you find it somewhat interesting! \u00a0Cinematics System There are going to be in-game cinematics in Bleed <a class=\"read-more\" href=\"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wir-09-11-14\/\">[&hellip;]<\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[6],"tags":[],"class_list":["post-261","post","type-post","status-publish","format-standard","hentry","category-bleed-2"],"jetpack_sharing_enabled":true,"jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts\/261","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/comments?post=261"}],"version-history":[{"count":9,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts\/261\/revisions"}],"predecessor-version":[{"id":273,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts\/261\/revisions\/273"}],"wp:attachment":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/media?parent=261"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/categories?post=261"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/tags?post=261"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}