Eldritch 2 is coming to Steam! Please wishlist it here.
I finally had a reasonably productive week after a little bit of downtime.
- Moved glowing cave mushrooms from floors to walls, to distinguish them from pickups
- Fixed friendly/neutral NPCs being unintentionally hit by friendly fire when they are near the player’s melee attacks
- Added some points of interest around Innsmouth to hopefully address players getting disoriented
- Reimplemented tripwires!
Tripwires in the original Eldritch were always aligned along one axis (X, Y, or Z), which worked fine because the worlds were built of voxels and everything in my engine uses axis-aligned bounding boxes for collision because it’s cheap and easy. I just scaled a box mesh to span their range, and checked for collision overlaps the same way I would with any other entities.
That doesn’t work anymore, because there are angled surfaces in the world of Eldritch 2. I needed to rewrite the component from the ground up to account for that. I was on the fence about whether to bring tripwires back at all—they make great traps for level design, but the tripwire gun in the first game wasn’t a very popular weapon—but I finally decided that it was the right thing to do.
There’s a few things left to do: mostly I need to also reimplement the player’s Disarm interaction, and then add a bit more VFX/SFX polish. But hey, it’s one little step closer to the game being done!
(Oh also they’re magic now. They probably won’t be neon pink like this, but something along these lines:)