Aug. 15th, 2018

Work Post

Aug. 15th, 2018 07:42 am
relee: Picture of Relee Starbreeze, Wizard (Default)
5:01am - Well I finally made my way down to the McDonalds again to work on my projects. As I said last time, I've had platformers on the mind lately and I want to see what I can do in that area. But, I also have too many projects going on at once, so I'm conflicted.

I want to have fun while I work so I'm going to work on what I feel like when I feel like working on something, and that means today I'll be working on platforming.

5:13am - So, what am I actually going to do? I was thinking of messing around with more physics based platforming in Unity, but I've had a lot of bad results with the game feel of that. As it happens, there's a Live Training from a couple years ago on making a 2D platformer in Unity with custom physics that I've never followed before, so I think I'm going to try that and see what I can come up with.

7:26am - Well, around two hours later, I've got a basic character controller that works okay. It's got some bugs. I might try to fix it, I'm not sure.

For now I'm going to look at some more of the 2D live trainings.

7:40am - Alright I looked at the other live trainings but they were ones I'd looked at before and I don't think there's anything new for me to learn from them.

I poked around in the character controller to see if I could fix some of the bugs but I'm too tired; it's hard to keep my eyes open. Maybe I'll work on it more tomorrow. For now I'm going home.

Work Post

Aug. 15th, 2018 09:16 pm
relee: Picture of Relee Starbreeze, Wizard (Default)
9:16pm - Good news, everyone! I think that work I did this morning scratched the platformer itch I had, and now I can get back to work on my other projects.

Oddly I wanted to work even though it's really late tonight. I normally would be finishing up around now to prepare for my nightly call with the guys, but they'll have to wait for me tonight.

*Opens up HackNPlan* Geez. My current "Sprint" is unsurprisingly fifteen days overdue. It's been a while since I've worked on my Roguelike Project. XD

Anywhizzle, the last thing I was working on was getting the Actors to move in the world.

9:58pm - Alright I'm pretty sure I've got the code right for moving the actors in the model. But I can't really test it in its current state, so that's kind of frustrating.

10:45pm - Okay things were going alright for a while, but I've hit upon a stumbling block. I'm writing the movement code to move from one tile to the tile above it. In order to do that, I need to get the GameObject of the tile north of the tile that the actor is currently in. The problem is that the gameobjects are contained in a Dictionary as an unordered list referenceable by the Tile in the World model.

I think I have a way to get around this though. Writing it down brought some ideas to mind. I should be able to make a second list of references to the tiles, in positional relationships. That seems to me to be the most reasonable option of the three I came up with.

The second way would be to use the text names of the game objects to determine their positions, but that level and amount of text processing seems like a bad idea.

The third way would be to give each tile eight links to their neighbors.

I think a multidimensional array stuffed with references to the tiles is the best option.

That said I'm getting a bit worn out. I've been out here for around two hours and I'd still like to participate in the call tonight, so I think I'm going to head home now and try to implement that array next time.

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relee: Picture of Relee Starbreeze, Wizard (Default)
Relee Squirrel

July 2023

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