Day 5:
Daily Update
- Messed around with the steam calculations again. Also tried out color changing instead of filling for representing steam levels, I like it. Still not found a equation that does exactly what I want
- Up top is an example of two equations I tried out: First method is an older but simpler one. It equalizes out mostly but does have problems with buildup in the pipe immediately after the boilers. Second method is as close a copy to Factorio liquid system as I could fathom. It instead has buildup in the boiler itself and a rapid change in dead-ends but it takes into account pipe volume, so larger spaces will need more steam to fill (also inertia). I think i'll go with the first method until it becomes an apparent problem.
- I found that increasing the volume makes it a lot smoother so everything will be at a 100.
- Chests are now implemented, complete with inventories that persist as well as loot from defeated enemies.
- Added a shutoff valve so you can control the flow of steam.
- Reworked enemy health a bit.
- Changed 3D colliders over to using purely 2D colliders. This game is not going to be a FPS, so there's no reason to use box colliders over 2D ones. Also I understand 2D collisions a bit better.
- Bullets now have a map icon when fired.