-
Recent Posts
Archives
- January 2024
- December 2023
- October 2023
- September 2023
- August 2023
- July 2023
- June 2023
- May 2023
- April 2023
- March 2023
- February 2023
- January 2023
- December 2022
- November 2022
- October 2022
- September 2022
- August 2022
- July 2022
- June 2022
- May 2022
- April 2022
- March 2022
- February 2022
- January 2022
- December 2021
- November 2021
- October 2021
- September 2021
- August 2021
- July 2021
- June 2021
- May 2021
- April 2021
- March 2021
- February 2021
- January 2021
- December 2020
- November 2020
- October 2020
- September 2020
- August 2020
- July 2020
- June 2020
- May 2020
- April 2020
- March 2020
- February 2020
- January 2020
- December 2019
- November 2019
- October 2019
- September 2019
- August 2019
- July 2019
- June 2019
- May 2019
- April 2019
- March 2019
- February 2019
- January 2019
- December 2018
- November 2018
- October 2018
- September 2018
- August 2018
- July 2018
- June 2018
- May 2018
- April 2018
- March 2018
- February 2018
- January 2018
- December 2017
- November 2017
- October 2017
- September 2017
- August 2017
- July 2017
- June 2017
- May 2017
- April 2017
- March 2017
- February 2017
- January 2017
- December 2016
- November 2016
- October 2016
- September 2016
- August 2016
- July 2016
- June 2016
- May 2016
- April 2016
- March 2016
- February 2016
- January 2016
- December 2015
- November 2015
- October 2015
- September 2015
- August 2015
- July 2015
- June 2015
- May 2015
- April 2015
- March 2015
- February 2015
- January 2015
- December 2014
- November 2014
- October 2014
- September 2014
- August 2014
- July 2014
- June 2014
- May 2014
- April 2014
- March 2014
- February 2014
- January 2014
- December 2013
- November 2013
- October 2013
- September 2013
- August 2013
- July 2013
- June 2013
- May 2013
- April 2013
- March 2013
- February 2013
Categories
Meta
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