The story of some new content


As the worst of the Evil TVs have an icon represnting super-janky content-toxic stuff-I figured the game's BFG should be an "anti-jank" weapon. I originally proposed this would fire rockets, like a panzerfaust or bazooka. Each rocket would have a set total amount of damage to inflict, and each enemy it collided with would lessen the "damage left to deal" by its own HP. 

For example, given a rocket with 60 points of damage to deal, and three enemies in single file, the first having 10 hit points, the second having 20 hit points, the third 40 hp:

  • The first is destroyed, and the remaining damage to deal - 50 hp - is applied to the second one. 
  • The second one, having only 20 hp, is destroyed, and the rocket now has 30 points of damage to deal. 
  • The third one survives, but now has only 10 hp. At this point, the rocket's run is ended.

Had the rocket 80 or more damage points to deal in that example, it would have destroyed all three and continued into a wall. The wall collision would end the rocket's run.

For such a scheme to work, the system would need to:

  1. Determine what is in the path the BFG was facing when fired.
  2. Sort them by distance from where the shot originated.
  3. Apply damage to each object per the above model.

The catch was that the rocket's motion was supposed to be unaffected by collisions-getting this right would have required more experimentation than I was willing to commit to this part. I found it simpler to draw a beam for the visual part.

The result: the BFG is an Anti-Jank Rifle.

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