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in the dig (1995), we see a similar system: a complete removal of the verb buttons, a single overloaded interact verb, and a pop-up inventory.
interestingly, there is an "examine" verb here, but it is folded into the inventory as a noun like any other (a magnifying glass).
experimenting with generated bullet shapes. i think if i were to do this, i'd want to do something to help with readability. i'd probably either constrain the shapes more, or add a small circular overlay to indicate the precise shape of the collider
i am trying to get some of the basic large scale features up and running today. on the list:
markers on minimap (done)
treasure items (done)
groundwork for modular player abilities (partially done)
treasure HUD
preliminary support for seeded levels
current - prev, perpendiculars. this is subtle in most contexts, but you can see the shearing this introduces at tight angles, particularly.
i feel like a cute baby version of this who just wants you to find their lost gameboy would be really cute
i did my due diligence and did a renderer with a regular clean lighting model.
first pass dot product lighting approximation, a little ambient kick, fake ambient occlusion and hard shadows. (with, of course, unreal color grading because it's me)