And we also have a new SharkArm work station, which is pretty much the same as our old one but rearranged.
Those long hard flat things on four legs are 'tables' and we use them to set things on.
So lot's of new stuff being added to the game. We have been working on the story and main design of the game a whole lot recently, which I will go into more depth probably next post. I've also been coding in the cutscenes, which has turned out to be a very very time consuming process because we have been tweaking them so much to get every scene perfectly the way we want it. It's a lot of fun though, and I highly recommend it to anyone who programs for SharkArm. They are turning out really well so far for the most part, and I even almost released a video of the opening cutscene. Then I realized that it needed to be changed completely so I'm going to pretty much scrap the entire thing and redo it differently.
My favorite part about programming these huge projects is when you realize that huge portions of code that cost you hours has to go. About a week or two ago I was facing a problem that had to do with the draw order of the front tiles and the entities on the screen. Whenever a front tile was placed on a solid tile you can jump through, the player's graphics would be shown in front of the solid but behind the front tiles and it would look strange while in the air. Like this:
My favorite part about programming these huge projects is when you realize that huge portions of code that cost you hours has to go. About a week or two ago I was facing a problem that had to do with the draw order of the front tiles and the entities on the screen. Whenever a front tile was placed on a solid tile you can jump through, the player's graphics would be shown in front of the solid but behind the front tiles and it would look strange while in the air. Like this:
I don't really know if you can tell what I mean from the picture, it's a bit hard to explain, but in order to solve this problem I wrote this sorting algorithm for sorting all the entities based on their Y values and the tiles so that they would be drawn correctly and the front tiles would only be draw in front of the player when they are below the player's feet and did all this complicated stuff to get this one small problem to work right. It took about 6 hours. Then, the next day I figured out an insanely simple solution to this problem and fixed it a lot more efficiently that way, and threw all the work I did the day before in the trash can. You have to know when to part with code, even if you put a lot of hours into it. Same thing with your dog after you realize training him to fight in a kickboxing tournament would not score him a lead role in the next Air Bud sequel.
Yeah, ok he's a dog that plays basketball, soccer, and beach volleyball, but kickboxing
is too unrealistic? Get real Walt Disney, a dog roundhouse kicking a 300lb fighter
could totally happen, and would sell more tickets than you could ever dream of.
We've been trying to add in a whole lot more companions to the game, so we can see what kind of different gameplay elements we will be able to add in to each of the levels. And because it's totally awesome. I also just put in our first rideable companion, Rake, who can suck things in and blow things away. He is used for pulling in and pushing out blocks, to make bigger jumps and that sort of thing. I suppose he would be good for helping you blow out your birthday candles as well.
Stay tuned for updates. Real tuned.
No comments:
Post a Comment