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Ludum Dare 26 — April 26th-29th Weekend — Theme: Minimalism

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    Some progress!

    Posted by (twitter: @LucasVB)
    August 20th, 2011 11:13 am

    In the wise words of Ash Williams from Army  of Darkness: “Oh nooo! I’ve slept too much!”

    But having your batteries charged makes a big  difference. I can already think clearer than before. Here’s a simple screenshot:

     

    What I’ve got so far:

    1. Moving between rooms engine.
    2. Crappy collision detection (improving that now)
    3. Layers! You can walk behind stuff!
    4. Walking and running, with animation. Looks pretty good in game. Running animation is just a sped-up walking animation right now.
    5. The character also blinks. Not a huge thing, but these details are the things that bring life to characters.

    Now to fix the collision and make locked doors and interactive objects.

     

    Since I don’t have a lot of time to code anything complex, everything is being hardcoded and precomputed. Here’s what the collision map looks like:

    Green is ground. If a color has red=255, it means it’s  a doorway or a “transitional object”. Run into it, and the game will pick up the blue component of the color as an ID.

    This ID is used to load another room with a fade-out fade-in transition. Simple stuff.

    The ID is not unique for the game, but for the room.  This means that, in a single room, I can have “doorways”  to up to 256 other rooms. Ain’t that cute?

    (Currently, I’m just loading the same room over and over. It’s actually quite creepy. I think I’m gonna use this!)

    When I change a rooms, I have a state object that gives me the previous room name. I can use this to place the character in the proper location in the new room, as well as run state-specific events later.

     

    All right, enough talking. Must write more code!

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