Awe yeah getting shit done.
I enjoy functional programming and cookies.
Updated my tumblr theme! Selected one of the free ones and modified it. Added in a navigation menu and included ‘rainbow’ the syntax highlighter: http://craig.is/making/rainbows
I’ve also been watching loads of Adventure Time :] and refactoring some of my game code.
Until I build my map editor, I’m going to use Minecraft to design the puzzles :P
Just got basic map loading from JSON files - Like a boss.
At the moment only player-spawn, walls, and lighting are loaded from the map files. Cores, Fields, and power connections will shortly be added.
I’ve also forgotten to eat, so I’m having a pizza break!
No Linux support :[
Here is my sixth build of Throbe. It demonstrates Power-Fields, Barrier-Fields, Power-Cores, power connections, and Heavy-Cubes.
A power-field sends power to any power-receiving object that enters it.
A barrier-field is basically a wall that can be turned on and off, when given power.
A power-core can accept power from a power-field. Usually a power-core will have a connection to a set of elements that can receive power. In the video, the barrier is a connected element of the core. So when the core gets power from the field, the barrier gets power from the core and switches off.
A heavy cube is exactly what you think it is. This cube may be used to push buttons later on - although this is subject to change.
Feedback is appreciated :]
I didn’t work on my game much yesterday, I did however spend time with a mate who I’m probably not going to see again until my graduation ceremony. We had fun working on a iOS project, playing games and watching Adventure Time :D.
I’ve also only just got up, but the plan for the rest of today is: progressing the development of my game and releasing a windows build for those who are interested in testing it out!
I also just replaced the broken light bulb in my room - I won’t be sitting in a mostly dark room tonight - I have done for the last four/five days.
It might be interesting to implement volumes with wonky gravity (ie: pockets of inverted, fixed-point, or zero gravity). I’m not sure how useful that would be for gameplay, but it’s something that I’ve always thought would be neat.
Hey that’s a really nice idea, I’ll implement some tests and see how it goes. I’ll also upload the builds for them so you guys can play around with it and hopefully I can get feedback on it.
I’m currently reconsidering how the object detection system works when attempting to grab an object. At the moment it just uses a raycast from the player in the direction the camera is facing for a certain distance. If the ray hits a “grabbable” object, then it attaches it to the player. I’m considering adding some trigger geometry to the player instead, so that the player doesn’t need to be as exact when grabbing an object. This would, however, also require a more complex method of attachment.
This links to a Mac application, I’ll build a Windows version for people later on today if they want it?
EDIT: Had to correct this twice aha.
This video mainly demonstrates: