Saturday, November 14, 2009

Collision revisited... again... please may it be for the last time!


Arrow keys for movement and crouching, spacebar to jump. Use arrow keys while swinging to increase his spin. Hold down spacebar to make the jump last longer. Hit spacebar again when holding on to a wall to wall jump. Try to make the collision detection fail!

If you want to check out the combat go here



Today's been a good day. I like it when I figure out solutions to long standing problems. Do you remember a while ago when I did a whole update about the bugs I'd fixed? Well this is more of the same, really.

I'm sure you've all noticed that I've always had floors sort of overshoot the walls they're over. This was due to several reasons, all of which would have Dreg happily drop through a floor/wall into oblivion. This is not good for gameplay.

I'd resigned myself to the fact that I would I'd have to make the floor extend beyond the wall whenever designing levels.

But then I noticed some other problems. If Dreg jumps just high enough to be above the wall, but not quite high enough to land on the floor above, this happens:


oh noooooooooooooo!


Yeah, that sucks. You can try to do it on the previous post - it's not so difficult once you realise it's there.

Also, You can very easily fall through the geometry of the little podium at the end. As I said before, I'd simply decided that this would be a limitation of the game engine, so I couldn't have that kind of geometry.


Dreg and the podium are one


But today, as I said, was a good day. My brain was working even better than usual, and I though up a solution. Well, specifically it was to solve the problem presented in the first picture, but the solution was so simple and effective, I realised I could extend it to everything, and it would even work for the podium!

Then I did more stuff to deal with all the little problems I knew existed. Somehow the programming muse was on my side today, and I sorted them out. What a good day it's been!

This is a much bigger deal than you might think. I means I've suddenly liberated myself from constraints while designing my levels. I can have the geometry all over the place and not have to worry about the issues from before. It's amaaaaazing. Did I mention this is a good day?

So I quickly cooked up the level you see above, and it shows all the sorts of things that couldn't be done before, but now can. You'll see there's still some overlap at the corners, but this is done automatically - in the level editor I just have the lines meet each other (of course, don't forget that in the final game you won't be seeing any of these lines - just beautiful, beautiful backgrounds, yeah?).

Play around with it - I'm pretty sure the collision detection doesn't fail, though obviously if it does for you, pleeeeaaaaase tell me!

Thursday, November 12, 2009

Speaking fun!


Walk up to Pendy and press ENTER to have a conversation with him.

Arrow keys for movement and crouching, spacebar to jump. Use arrow keys while swinging to increase his spin. Hold down spacebar to make the jump last longer. Hit spacebar again when holding on to a wall to wall jump. Press L then use the arrow keys to look around, and press M to bring up the map (- and + zoom)

If you want to check out the combat go here



Right, time for me to start having lots of fun giving Dreg people to interact with!

So a warm welcome please for my new class: the NPC!

At the moment, the NPC doesn't actually do anything, apart from speak to you, which is pretty bloody cool in my opinion. I've made it so that their heads appear in the right place and everything! Press enter when you're near Pendy (a character from the comic strip) to see what I'm talking about.

The thing I'm happiest about is how I've integrated this into the ever-growing chaos that is my level editor. The thing is, I want to keep the mechanics of level design as simple as possible so that I can get on with the fun of inventing puzzles and whatnot.

I've also worked a lot on the underlying architecture for the HUD to work (which is my warped mind include speech boxes). I'll be adding to it as I see fit, because it's my game which makes me the boss.

Later these NPCs will animate, walk around (perhaps) and generally be very cool. I wanted to get the conversations down so I knew that was sorted, and later I'll have to integrate them into mission progress and stuff... oh so much work ahead of me! The Christmas deadline is looking ever more ludicrous, I have to admit. It doesn't help that I've clearly slowed down recently. But never fear - I will not give up! This bloody game will be made!

Oh and I've made him stripey. Isn't it cool?

Be sure to tell me what you think!

Thursday, November 5, 2009

I'm back!


Arrow keys for movement and crouching, spacebar to jump. Use arrow keys while swinging to increase his spin. Hold down spacebar to make the jump last longer. Hit spacebar again when holding on to a wall to wall jump. Press L then use the arrow keys to look around, and press M to bring up the map (- and + zoom)

If you want to check out the combat go here


Hello!

Ok, so it's been a while. I think I was working myself up over my self-imposed Christmas deadline, and I needed a Dreg holiday. I know that makes my Christmas deadline somewhat less realistic, but let's face it, as well as world fame and massive amounts of money, I'm making this game to have fun, and there's no point in getting stressed, yeah?

Anyway, the hiatus has given me lots of energy to delve right in. I think one of the main reasons that I needed a break was that I'd found a whole bunch of small bugs and issues that needed resolving, and I didn't have the heart to face them. After a week and a half of doing bugger all I was able to sort most of them out (a couple of big bloopers are still lurking around though).

As for actual real changes that are of interest to you, I decided to focus on navigation. With a such potentially confusing level design, full of tricky little platforms and such, I needed to give the player the ability to check out his or her surroundings, so I've added two things: the ability to look around, and a map.

To look around, press L, then use the arrow keys to look around. For the map press M and press - or + to zoom in and out.

I had to think for a while about what form the map should take - I want it to show information, but only for those places the player has visited. But you can see the dark red shape that indicates the general shape of the level. But I didn't want to show secret paths, so they're not included in the silhouette of the map (but if you use them, they'll show up on the map).

I also wanted some way to indicate the gravity in a certain part of the level. I've gone for a gradient, but I'm not sure if that's clear enough. Maybe I should just physically stick some arrows in there!

I also couldn't decide whether the player should still be able to move while looking at the map, or if the game should be paused. I've gone for the former - what do you guys think?

The reason why the map isn't centred is that the right hand side will contain information and instructions - I want to make it so that important buildings and objectives will appear on the map, and the player can add markers on the map. Maybe that'll be my next update!

In any case, as always, feel free to point out all the bugs/issues you come across!