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Movement: The Bane of My Game

Posted by
April 30th, 2011 3:22 pm

So, my concept has been to have the item you’re given be an acid spewing thing! It’d be a puzzle-ish game where you try to kill some evil thing that is quite dangerous by using your acid to melt enemies and walls!

While developing this game, I’ve just been constantly running in to problems with movement; I didn’t think ahead far enough, and decided to use lines, which, considering that I neither had any base code for that, and have never written code to move stuff along lines affected by gravity, has proven to be a huge pain. Of course, being a person who really loves continuous systems, it’s not surprising that I missed the discrete alternative. I don’t think I’ll be able to write the code for enemies that move in the time, and I’ll definitely have to keep the bugs of the system I implemented in mind while I’m designing levels so that players won’t think to do something that will cause weird movement (hehe… good practice there. Of course, as previously mentioned, I have no idea what I’m doing, so those bugs aren’t gonna get fixed in 48 hours, so it’s better than nothing). These technical limitations are certainly gonna show in the final product, because it really limits the amount of stuff I can do with my concept.

Other than that, it’s going better than I expected for my first time, considering I’ve never really finished an original game before due to my ambitious goals (See: Above). I’ll probably get something out, if not for the compo, I’ll probably be able to get it ready for the Jam. Also, I screwed up my timelapse, somehow. I am the image of competence, aren’t I?

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