PowersVR is my first major project, and there are many things I would have done differently and more effeciently if I had the chance to go back in time. Most of them boil down to "learn how the entire engine you're making the game with works first", and the primary topic of today's update is no different. For the last two days I've been staring at collision menus, which if you dont know is your 3D model, and a bunch of boxes and spheres on top of it saying where something has to touch it to count as a "hit". The reasons for these are ,without getting too technical, performance and precision. Its the end of clipping through building when running fast, or having your fireballs go underground, and if your CPU has been struggling with the game, that should be improved as well. Just one of the many things I've had to go back and completely redo, but now I know :)
The other big change is that all heroes now have animations! Hands will change depending on what you're doing and subtly move when they're idle. All thanks to the work of Lavio Fidelis.
General
* Simplified collisions throughout the whole game, which has several effects
- Significant CPU performance boost
- Projectiles no longer travel through the floor and other flat surfaces
- Movement abilities such as superspeed and flight should no longer clip through buildings
- Vision disruption when peeking your head inside of geometry should work more consistently
* Added hand animations for Fuego, Phaser, Zap, Whirlwind, Dark Prinxess and Professor Hex
* Fixed an issue that would cause projectiles in your path to prevent movement
* Widened play area, allowing flying on higher altitudes, and over water
Alloy
* Remodeled minigun
* Barrel now spins while firing
Phaser
* Fixed an issue where holding the controller too close to your headset would prevent placing the indicator
Professor Hex
* Fixed a bug where the aura particles would persist when changing to other powers.
Dark Prinxess
* Laserbeams are now closer together
* Laserbeams now take 0.8s to reach their full length, as opposed to being instantaneous.