Updates 12/15 (First Obstacle)


The first and possible only asteroid has been added. Supposedly asteroid fields in real life are very sparse and spaced out (by several million kilometers), so the traditional scifi asteroid field fight is impossible. However, I'm not sure if only having a single asteroid within a million kilometers will serve for interesting enough multiplayer gameplay. Time will tell but for now I think this is enough. Adding the asteroid necessitated raycast checks to see if enemies were being obscured by an asteroid, and if they were to not display the tracker over them or damage them with lasers. Some optimization was necessary because the generated collision shape from the mesh was quite performance heavy (looking at the asteroid triggered collision detection between it and the lasers, dropping my frames from 1000fps to 500fps singlehandedly), but that has now been fixed. Due to raycasting, the enemy tracker code has been moved from the process function (which runs every frame) to the physics process (which runs every physics frame). I had concerns with stuttering from this but it looked fine to me.

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