Two more bits of gameplay footage that should be of interest. Remember to watch them fullscreen HD!
Edit: I forgot to mention that I did an overhaul to the visual ordering code, adding a footprint object to walls, and making the graphics now extremely tight and simplified (at least, after some minor tweaks). This allowed me to effectively overhaul the destructible wall code as well, using maybe two lines of code to replace a whole fastloop which was always buggy and a pain. I also got rid of a whole object, and the footprint ordering code also allows me to delete a bunch of transparent "ghost objects" that had to overlap fences to get the ordering correct. I will also be able to greatly simplify the door code as well, I believe. Whew!
First I decided to demo some of the violence that is possible with this engine.
Notice that when the generic dudes explode, their gibs are still from the old scientist graphics. Myth: The Fallen Lords was an inspiration here.
There was some question earlier of the sound meter mechanism. I recorded this video of debug mode to showcase the line-of-sight calculation, sight cones, sound radius, and landscape collision map! Notice how the shotgun shots spread with distance- they also decrease in damage.
Special thanks go out to Don Luciano who helped me get past a vexing bug in the Klik Coding Help forum.
wow, good point. i hadn't bothered to go back to update my sight cones after getting the basic code done, i was also going to make them bigger eventually (when I get around to more extensive AI after these last tweaks)