Behavior Tree: Model a Weapon
It always starts simple
For my platformer game All Fucked Up I have different kind of weapons in place, which should feel good.
My code for the weapons started simple. When the trigger is pulled launch a bullet, eject a shell, put a flash in front of the gun and make a sound. I thought well yes how complicated can that possibly go? I started to think about reloading, just wait a bit and reload it. Still very simple. But then a double barrel shotgun came along the way...
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