Or so I've been told... While it's only been some 2 whole days since Sunday Musings, thought I may as well do one of these blogs. Been plenty busy since the last one with some Puzzle coding and what not...apparently not my favourite task in the world! There's been a lot of small work happening lately in the game. I've fixed an issue that we were having with the main character (Evelyn) being effected by the frame rate. It's easy enough to fix but required moving a lot of the script into a FixedUpdate rather than Update....I know, I should have really been doing that from the start, I was just being lazy in a strange way. So now Evelyn runs at a constant speed rather than running at the speed of light (I am indeed exaggerating here) when the game is running at a particularly high framerate We also did some whiteboxing which Adrian mentioned in Sunday Musings. The levels are slowly becoming more and more playable as different things are being added, which is nice. Perfect segue... "This Week I've been Mostly..." ...Playing with Platforms. As you do, really. As I said before it's been mostly small work lately and for the past few days or a week, it's been mostly platforms for me...obviously not static ones. We've now got swinging ones which was far less awkward then I initially thought. Over thinking things again! That's now working as expected Then there was the extending platforms. Thinking these might be working a bit too easy at the moment. My make them more difficult, depends on how easy the level plays out. Then onto my favourite platforms. The Conveyor belt platforms. For the difficulty of coding these (they were relatively easy), I think I love them just a tad too much
It worked! Back to typing below the gif. As a result of the bug fixing I mentioned earlier with the frame rates, I managed to break the double jump in the game. Thankfully I fixed it, though how what I did fixed it, I'll never know. All I know is that it involved... Without wanting to bore you all too much, the problem was being caused by a bool activating when it shouldn't and then causing something else to stop working. Pretty much just had to change the conditions for the bool turning on. I mainly just really wanted to shoehorn in a Giorgio A. Tsoukalos meme. Look at that hair...Glorious.
And finally, onto today. It's going to be a day of making some static screen battles work today and then making the white-boxed levels completely playable to see how their pacing is and what not. Be sure to keep an eye out for Screenshot Saturday and then Sunday Musings. Hopefully we'll have something interesting for both. And with that I bid you Adieu. So it's been a busy past 2 weeks or so both in terms of game development and outside development. There was the steam sale, which needless to say has moths flying out of my wallet like some sort of moth apocalypse, some Boss battle design and then some good old white boxing. Imagine the scene in the warehouse from The Raiders of the Lost Ark except with white boxes...that's what our week's been like! "We've Top men working on it now" "Who" "Top...Men" Steam Sale AftermathI ended up with around 20 games on my wishlist for this summers steam sale and I ended up with about 10 of them...plus another 9 that I hadn't planned on. Happy accidents, I hope. So far though there's been 3 games that I'm really delighted with... The first being BattleBlock Theatre. The co-op in this game is so good and it's a damn funny game too (even if I do have to play Adrian, the lone wolf). It's actually right up there with Magicka and Hammerwatch as my favourite co-ops which is high praise considering how much I love those two games. The second one is Risk of Rain which was purchased for me by the aforementioned "lone wolf". Another fantastic co-op, and really, really difficult which is always a good thing! The third is Game Dev Tycoon. Wasn't sure I'd like this one for some reason but I loaded it up out of boredom and ended up playing for several hours without even noticing. Much like Football Manager and Championship Manager back in the day, this game seems to eat up the hours in what feel like minutes. I've another 16 to play properly but those are the 3 that seem to be eating up my time when I'm not programming or doing business stuff...Definitely a good steam sale this year for me Bossing White BoxingSo within the past 2 weeks or so, we've been quite busy and one of the parts of the new game that we got done, from a mechanics point of view, was the first mini-boss battle in the game which went quite smoothly for a change...apart from the spawning of enemies in that section which relies on the boss to initiate, which should have been a walk in the park but as usual I managed to miss a small thing and all hell broke lose on th spawning. Good fun We also finally got around to white boxing the start of the game from the very first scene. For the past while we've been working mainly on the tutorial levels rather than the story parts at the start. It's nice to have things in place to see where things are going and to get a feel for the game, even if it's all just cubes. So...erm......I'll end it there, I think. Be sure to keep an eye on the site for Sunday Musings on Sunday, naturally enough.
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Dan's Dastardly DictionSo, I'll try keep this somewhat updated. If anyone reads this and has a question or whatever, just comment Archives
January 2016
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