Monthly Archives: February 2015

February 28th: Impacts and Negotiations

I changed the structure of directional input so that it’s all mediated through the PlayerMovement behavior. This means I don’t need to repeatedly define what “down” means for all of the different behaviors which need to know (crouching, dropping through … Continue reading

Posted in Daily Update, Game Design, Programming | Leave a comment

February 27th: Hard Times

Just added a simple behavior to make it so that when you fall from a long height it momentarily forces you into a crouch animation. This is an idea I took pretty much wholesale from Symphony of the Night, one … Continue reading

Posted in Daily Update, Game Design, Programming | Leave a comment

February 26th: Move and Slide

Spent quite a while solving an easy problem today. It mostly ended up taking a while because it involved modifying the ground tracking behavior in a way that didn’t assume the entity was using the same movement behavior as the … Continue reading

Posted in Daily Update, Programming | Leave a comment

February 25th: Minimal

Very tired today, so I mostly just did a little bit of rearranging and did the repository commit I’ve been putting off. I think I understand what’s causing the collision glitch when rolling into steep slopes — collisions can only … Continue reading

Posted in Daily Update, Programming | Leave a comment

February 21st, 22nd, 23rd, 24th: Leaps and Boundaries

Wow! I missed a shitload of updates! I’m not quite sure what happened there. I think just my sleep schedule changing and the weekly devblog update happened to line up this time in just such a way that I ended … Continue reading

Posted in Daily Update, Game Design, Programming | Leave a comment

February 20th: Reversion

I ended up deleting most of the ground tracking code I did yesterday and going with an older version, which I guess kind of sucks, but it pretty much works now. All that’s left to do is figure out one … Continue reading

Posted in Daily Update, Programming | Leave a comment

February 19th: Downhill

Well I reimplemented the ground tracking in a completely different way and uh. It has some problems. But these are not insurmountable! However, at the moment the character does occasionally slide slowly uphill, so that’s something I’m going to have … Continue reading

Posted in Daily Update, Programming | Leave a comment

February 18th: Repave

Argh I end up just going over the same code over and over again. Most of today was taken up with improving the slope climbing stuff I did last time. It’s better now, so that’s something. Ground tracking still needs … Continue reading

Posted in Daily Update, Programming | Leave a comment

February 17th: Smooth

More collision work. I’ve been really frustrated that this is going slow, but I think it’s in the nature of collision work. I mean, literally every moment of the game will be the player interacting with this code, and any … Continue reading

Posted in Daily Update, Programming | Leave a comment

February 14th, 15th, 16th: Sporadic

Sorry about missing updates, but nothing very interesting happened and I’ve been a bit busy to update regularly. Collision detection keeps getting marginally better, and I’ve tested against all slopes under all circumstances I can think of… he started to … Continue reading

Posted in Daily Update, Programming | Leave a comment