Thankfully this was a lot simpler than the flamethrower. A large chunk of the time was spent tweaking the grenade explosion – I wanted something that gave an ‘area of effect’ type flash and wasn’t able to do this without using a custom shader. Luckily I was able to re-use the ‘smoke’ shader I talked about here. I may tweak this some more but am pretty happy with it as is.
There were also a few issues with the movement of the grenade itself. I started with a simple ‘real world’ type physics model, the same I use for the falling pickups. This looked good but it was too hard to tweak the range for the different weapon levels and also hard to predict the range a grenade would travel for the enemy AI.
I ended up using LERPing for the horizontal movement. This meant I could predict and tweak the travel distance with 100% accuracy. When the grenade hits an obstruction LERPing is turned off and motion reverts to a ‘real world’ model.
Vertical motion remains a ‘real world’ model but I cheat a bit here as well, starting with a lighter ‘gravity’ applied to the grenade and increasing the gravity as the grenade reaches the end of its horizontal travel. This enables me to get a nice arc of travel for the grenade whilst keeping things playable and predictable for the enemy AI.
I’m still undecided as to whether I should allow grenade ‘suicide’ or only allow enemy grenades to damage the player…
Dev Time: 1.5 days
Total Dev Time: approx 121 days

Working On The Explosions

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[…] complex for weapons like the flamethrower. For ‘area of effect’ style weapons like the grenade launcher, RPG and sonic boom I can only really approximate an idea of maximum […]
[…] One of the things that’s struck me whilst going through and actually playing Jetboard Joust (rather than working on individual parts in isolation) is that one of the most satisfying aspects of the game is when you get to take out loads of enemies in one go with a really destructive weapon such as the R.P.G. or Grenade Launcher. […]