holy fuck. i did not expect that tweet to pop-off. for the first time, i verbalized out to the world what this thing is. speak it into existence or whatever. well, the reaction online was pretty immediate.
i just don't want to give false hope. i barely qualify as an indie dev. and i hope everyone can understand i'm doing this on the weekends almost entirely by myself (w/ a few trusted folks advising). i just don't want anyone to get too excited or have any expectations at all really. i'll still admit that it was cool to see so many folks show support for a few video clips and just the mention of a halo1-like 2v2 shooter.
melee scripting progress
forward momentum = more damage. dropping from heights = more damage
standard melee = 3x to kill. but with forward momentum = 2x to kill
"backsmacks" all scripted up. check vectors compared to hit location. simple stuff. i think we'll need to use a different name for this though. anyone got any ideas?
and of course, we've the mf'ing double melee. cancel your melee animation with a grenade. skillful technical execution, with a little risk/reward
shoutout frank for all the help getting this right.
to-do on the melee scripting
- figure out the hit box (per weapon?)
- employ active frames?
- only grab the first result of the line trace
- so we only hit one person with the melee, not the character behind him.

just a short update today, but a fun one.
goodnight
dre