Celius wrote:
Why can't you just turn the sprites completely white for the moment of the shot?
I've never programmed for the lightgun, but you are probably right... just turing the sprites that compose a target all white might do the trick...
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It would be better to have the gun, because in games like Doom, where the enemy was on a different elevation than you, you couldn't aim up or down, you could just aim left and right, which I think is very limited.
That always annoyed me too. I guess that moving with the keypad while shooting with the gun would make it all very dynamic... but there is a problem. Lightgun games check if you hit a target, and register that hit immediately, while in games like Doom, they usually simulate a projectile actually moving through the level until it hits something. Of course, one can always ignore that and go with the lightgun method, which is much simpler even, instead of having to handle one more object withing the level. But then there'd be no support for playing without the gun, I guess.
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I don't know if you are planning to have more a more 3D variation on raycasting that allows for stairs or anything like that
Man, I wish. But doing the math with paper and pencil (just a figure of speech, of course I used the PC for that!
) I came to the conclusion that only the basic method with fixed-height walls is doable within the avaliable time. But if I have some really good idea on how to do the more 3D version until the time I start working on this thing again, of course I'll try it.