Thank you Roy, your feed back is much appreciated.
I also notice the motion blur on the projectile. I made sure all motion blur was completely turned off, but sadly the distortion did remain in the visuals. Which made me think it is some sort of ghosting artifact from the GI solution and using an emissive material on the ball with a contrasting dark background.
Thank you for your suggestion though, I think adding my own trail might help conceal the ghosting artifact a bit, or at least distract from it.
It could indeed be a form of ghosting in the lighting system. Possibly a post process effect. Could even be an artefact from anti aliasing like TAA. Can be a lot of things
With the locked light boxes needing yet another additional hit before destruction.
I hope it all follows some sort of logical through line: First with the logistical warehouse: then the corporate office of the logistical company being blocked; followed by a shipping yard; and finally the destination being blocked, a residence.
I did also make the final level, round 33, it takes place in a System Shock 2 inspired virtual world:
Over the next two weeks I should be able to finish the project. Only have a few more elements to add, and the fine tuning of some gameplay and physics.
I have added the Randomly Floating bots to my Arkanoid remake! There are different types allocated to various levels. They all behave similarly, so I am only showing it implemented in one level here.
Here is a video of it implemented:
A few additional updates have also been made:
1 - All of the UI is now done, including the ‘Round Clear’ and ‘Game Over’ screens.
2 - The logic for the Extra Life score tracking and PowerUp has been added.
3 - The ball speed for the physics has been stabilized, and the speed now increases a set amount with each time the Paddle is hit by the ball.
4 - There is also now a particle trail behind the ball. (hiding some of the ghosting hopefully.)
There are only a few more things I need to do before the project is finished:
1 - Create the various levels with cutscenes.
2 - Fix the fine tune the probabilities of the ‘Random Generation’ regarding the PowerUps.
3 - Implement a Save game system for keeping track of the high score.
4 - Check all the levels a final time to see if the type of Bots are spawning from the correct area.
@Candescent_Games, Thank you for the continued updates; I absolutely adored this trailer! The video production is wonderful, and the trailer was indeed dramatic! I also loved your brand logo at the end; the design is very mesmerizing, and the beat is catchy!
Thank you @Zezkaii. I appreciate your feedback a lot. I have had an absolute blast working on this project over the last two months. Especially, finally actually finishing a project I started. I hopefully I will be able to complete many more.
If your are interested, I did create a separate thread where I posted about the completed project and my experience: