11:19am - Okay I have the rest of today free, to work on my Extra Credits Game Jam 3 game, or whatever. And of course now that I'm up, I don't feel like doing it. Hah.
Still, I at least want to see what my bicycle man looks like animated at this point. So let's try checking that out and see if it gets the ball rolling.
11:42am - Alright I've got my bicycleman animated and he looks okay.
The next logical step is to make him a physical thing and put him on a platform. I'm still not feeling excited to be working on this though. Shoot. I kinda want to go back to bed and lay down for a few hours doing nothing, but that's not very useful.
3:41pm - So I ended up laying down after all, and I had a heckin' good nap. So that's something.
4:32pm - Put some colliders on my Player and a Rigidbody2D so now he's falling from heaven, gotta make a platform for him to land on.
4:37pm - Platform created. Now I've got an physical but non moving bicycle that's animated.
Now then, how to move him?
Normally I make platformers where you've got lots of movement options, but this is supposed to be an infinite runner, right? So you can't stop. Maybe make it a one button interface, where you press to do a sick jump with your bike, like in Canabalt. Or maybe you can speed up and slow down but not stop, since bicycles fall down if you stop?
Hmm... I haven't played many infinite runners besides Canabalt, so I don't know what the usual thing to do is.
I think I want the threat of crashing but I don't want the constant speed up of Canabalt. So I'll try using Unity physics and see what I get.
4:58pm - Okay after messing with the physics a little I think I'll have the player control the rotation of the bike so that they can steady themselves after a jump. If they don't manage it, they'll crash and game over.
There's one big problem I've got now though. I'm hungry, and without Rob here to share them with I don't want to make hamburgers. So, I'm thinking of packing up my stuff and going to the McDonalds to work.
5:03pm - Yeah I'm gonna do it. I'm gonna go to McDonalds. Just watch me. Here I go. Yeah!
Still, I at least want to see what my bicycle man looks like animated at this point. So let's try checking that out and see if it gets the ball rolling.
11:42am - Alright I've got my bicycleman animated and he looks okay.
The next logical step is to make him a physical thing and put him on a platform. I'm still not feeling excited to be working on this though. Shoot. I kinda want to go back to bed and lay down for a few hours doing nothing, but that's not very useful.
3:41pm - So I ended up laying down after all, and I had a heckin' good nap. So that's something.
4:32pm - Put some colliders on my Player and a Rigidbody2D so now he's falling from heaven, gotta make a platform for him to land on.
4:37pm - Platform created. Now I've got an physical but non moving bicycle that's animated.
Now then, how to move him?
Normally I make platformers where you've got lots of movement options, but this is supposed to be an infinite runner, right? So you can't stop. Maybe make it a one button interface, where you press to do a sick jump with your bike, like in Canabalt. Or maybe you can speed up and slow down but not stop, since bicycles fall down if you stop?
Hmm... I haven't played many infinite runners besides Canabalt, so I don't know what the usual thing to do is.
I think I want the threat of crashing but I don't want the constant speed up of Canabalt. So I'll try using Unity physics and see what I get.
4:58pm - Okay after messing with the physics a little I think I'll have the player control the rotation of the bike so that they can steady themselves after a jump. If they don't manage it, they'll crash and game over.
There's one big problem I've got now though. I'm hungry, and without Rob here to share them with I don't want to make hamburgers. So, I'm thinking of packing up my stuff and going to the McDonalds to work.
5:03pm - Yeah I'm gonna do it. I'm gonna go to McDonalds. Just watch me. Here I go. Yeah!