To paraphrase Britney, it’s been a while… but the Blast Engine has finally received some attention over the last couple of days!
One of the new functions is the ability to give an enemy object a title – for example “boss core” – and then tell subsequent enemies to “attach themselves to it; they won’t follow it’s movements (because it played merry hell with the aiming system when I had a go at implementing it and would be too restrictive a system anyway) but when “boss core” is destroyed they’ll simultaneously combust with it; the idea is to use these attached objects to build gun mounts or other destructible parts that can be attached to a larger boss object and then given the same movement commands so they tootle around with it.
The object rendering currently offers ten levels of priority, with the background scrolling sitting between levels 5 and 6 and the explosion generator running between the top two; this means that ground-based objects will always be behind airborne ones and enemies without collision information can be employed to generate parallax effects in front of and behind the action. To make synchronising movement easier, objects can specify a speed to be “nudged” down the screen in time with the background scrolling.
A new directive has also been bolted into the timeline processing which halts the scrolling and aforementioned object nudging until a named enemy has been taken out; this means that the scrolling can be paused for mini-boss and boss battles as need be and then restarted without losing sync with the timeline. And objects can now turn to look at the player, which can be surprisingly unnerving…