My immediate priority is a hotfix update or two to fix some of the bugs that have been identified since v1.0 was released.Truvix wrote:Shifting away from the technical issues for now, what exactly is next on the priorities list? I imagine there's still plenty of weapons and enemies that are in development as we speak, so I was curious as to if you're planning on trying to implement any specific weapons or features ASAP. From what I've seen from development, it seems it's pretty well still up in the air as to what we could see in the near future.
After that, I have a lengthy and incomplete list of stuff I want to implement filed in order of priority, ranging from "Next Version" to "Crazy Pie In The Sky Bullshit". Based off of that, and keeping in mind that this IS flexible because this is a dumb hobby project, my current plans for the next big version are...
- Two variants of the Hellhound that will appear on later levels.
- Variants of the Cacodemon and/or the Pain Elemental
- Maybe another Lost Soul variant?
- A complete re-do of the Cyberdemon. Ideally, I'd like to Photoshop up additional frames for the D64 sprites to add some of his Doom 4 attacks - launching around the arena, firing while walking, that sword slash thing...
- Either the Unmaker or the Soul Cube. Maybe both, if I get zesty!
- The Hologram and maybe the Personal Teleporter if Ghastly_Dragon is done with his implementation
Yup. Fades out blood that's within X map units of where a blood splat lands. Probably not too useful once the next update with Cooke's redo of that effect's code lands, but it's nice to have.Grigori wrote:What does Blood Cull Radius do? Prevents blood sprites from occupying same spot?