I may have come up with a few temporary solutions that may enable me to continue on this Godforsaken path of development. What this means in summary for you guys is that CARNAL is no longer a DirectX 11 game, as it now runs on OpenGL. Please let me know how this affects you if at all (it's not supposed to).
Changelog:
- CARNAL now runs on OpenGL 4.5
- You can scroll through weapons using the mouse wheel
- Miners now drop their buzzsaw upon death, whereas it disappeared previously
- Plasmagun's now have a different firing sound than that of their projectiles
- Added a 3 second grace period after losing a life
- Collisions and stairs have been somewhat improved on E1M4 - Carnival Lake
- You can now move around inside the roller coaster rides for some reason
- Rocket launcher explosions now have a larger splash damage radius
- Heritage Brewery is now the second to last level in EP2
If this update works out for players and my current setup keeps working as intended I will be able to complete EP3. I have begun trying to implement a Controls screen for changing key-bindings, but it is more complicated than people think. Basically I will have to write my own custom Input Manager, while also rewriting the entire controller for the player, without relying on Unity's systems for input reading. It's feasible, but it will take some time as I've never done it before.
One more thing:
I would like to know EXACTLY what it is that makes CARNAL unpolished, unfinished and "raw" in the eyes of most people. How does it compare to other similar games/boomer shooters, and where does it fall short. I have based this silly game on many of my favorite shooters from the 90's and tried to emulate the 1996-ness of the classics, both on a technical and gameplay level. Constructive and realistic feedback would be very much appreciated.
