Archive for April, 2008

Spherack in 3D? Nah…

Monday, April 28th, 2008

I did, however, begin to develop a 3D version of Spherack Online earlier on, however I abandoned the project shortly after to keep to 2D and begin development on Spherack Reloaded.

An image taken in-game while still debugging the physics engines and slowly beginning to create character models.

Musical Troubles

Saturday, April 19th, 2008



Bryan and I are taking a break from development and dancing around playing a funky tune in Spherack Reloaded while Sean drops by looking for his bourbon. He can’t find it and feels left out, so starts playing the “Dixie Air Horn” tune…

Everybody, Duck and Cover!

Saturday, April 5th, 2008

Everybody loves grenades! …At least that is, when you’re not getting blown up by them. Spherack Reloaded as stated offers two types of grenades: Frag grenades and flashbangs. Frag grenades will cause damage to you if you’re nearby when they explode, and flashbangs will temporarily distort your vision and deafen you. (Same with fragmentation grenades if you’re close enough)

A feature I’ve just recently completed is the ability to hide from grenades behind objects. I mean, it only makes sense, right? Our beta testing team had their hands full, throwing grenades and getting blown up by them even though they were behind ten tons of steel walls, and I don’t think they’d be too happy if it was still that way when the game releases later this year.

This is why, I’ve programmed a few functions in that will check to see if you’re behind an object (via x-axis only as of the moment) so this way you’ll be safe if you’re behind some boxes. As stated, it currently only checks on the x-axis, meaning if the grenade is on the roof above you, you’re still screwed, but I plan to get that worked out in the future as well.