Join #ludumdare on irc.afternet.org
Ludum Dare 15 :: Coming in August :: Theme :: ???

Sign In | Write your Journal/Write a Post
Home | Planet Ludum | Rules Wiki | Mailing List

NEWS: Ludum Dare 14 results now available!

View Ludum Dare 14 Results

Slow going

Posted by DrPetter

It’s been another 4 hours almost, and not much has happened as it seems. I’ve wrestled a bit with drawing order for mobile objects in the isometric world, and I think I’ve got something usable now. It’s not as good as I’d like it, but good enough to move on. I might get back to it later. The main problem is probably that I handle map tiles and sprites similarly, despite map tiles having a clear 3D shape that allows more accurate Z ordering. Maybe I’m just stuck in a stupid line of thought here. My approach is to treat objects as billboards and apply a shaky offset thing to make moving objects from poking through the floor, but maybe I could do it in more of a cube/square fashion, using the isometric coordinate system instead of screen coords… I’ll give that some thought tonight, for now things at least look ok in most occurring cases.

Time to eat some and start putting in a bit of gameplay code. Ideal scenario would be to have the majority of code done tonight so I can focus on media and polish tomorrow (oh, and studying for my exam… but that’s a bonus for if I get some extra time left over ;))

drpetter_05.gif

There be more organized map elements and a placeholder player sprite with shadow. Topmost blue tile is broken, need to figure out why…. oh right, just struck me - I iterate from 1 and up in the drawing loop instead of starting at zero :P

Leave a Reply


All posts, images, and comments are owned by their creators.