Sunday, December 27, 2020
Jumping and platforms
As mentioned in previous post; instead of inserting a z axis and platforms into a randomizing machine, I'm re-evaluating the approach and making each of the puzzel pieces I want the machine to fit together first. I don't need the randomizer throwing together indipendent pieces if I don't know if or where or how they work together.
Wednesday, December 9, 2020
Maps and Stacks
Sooo. Long time before I've gotten around to updating. This pandemic has had me attempting to focus more on removing obsticles then completing projects.
I'm much farther in understanding how to make a Z access and a global camera that might give me the LOCK ON toggle feature, or panning the camera around the corners, or include an active dynamic camera for mounted combat.
The main issue I've had is structuring the underlying framework of the level to produce all the elements I want to include in the game within the level randomizer. And the proper links between each element so I might be able to add and remove things from a data map into the level and have those dynamics tied to player progress. With that I can have my doors between random levels and the random or otherwise sequence between each level spawned to create the labyrinth between game location. I'll have a very basic map but that will structure the rest of these features I want to plug in.
I have two builds I am refining to try to get this rotation and stacking feature working just right. One is starting from a working randomized build with improper rotation. The second has beautiful rotation and needs the randomizer.
My initial goal was to figure a NorthSouthEastWest door spawn feature to test a basic loop between Spawn Room to the opposite side of a newly spawned room and South Door to the Home Room, with this I'll have the basic fuctions of the map. Then if I can make it add a second room between the Home Room and South Door after entering the North Door, and do the same with the East and West, I'll have something close to the map I want before I start playing with AI. But then I got this sprite stacking working and the movement and envorment I want to fit inside the randomized duengons that make up the game map needs multiple Z axis levels and would require a z axis . I'm just lucky the code that I needed to have a dynamic camera like I wanted around the player also helped adding the platforming effect and depth I was scratching my head about jamming into what working code I have. It reminded me how easy it is to put the cart before the horse when thinking ahead while working. So as much as the doors and randomizer make up a big aspect of the framework that will make this game a "game" with progression, and that is a fundimentially more important key in a finished product, the first step I ought focus on is all those blocks functioning within the camera physics and game collision physics before I stitch them into a randomizer.
tldr;
I have a puzzel maker that I wanna put interactive stickers on but soon as I got my eyes working and the puzzel spinning and I realized that also lets my game piece jump it'd be better if I make a puzzel piece variety pack with stickers that works with my eyes and my game piece, and the puzzel spinning; before I build the puzzel making machine. Beeefore I make the puzzel quilt. Fingers crossed.
Wednesday, March 4, 2020
Rouge Type devlog 3.0 map is mazing but arrows arn't blazing
Wanted to give a quick update, learned alot following the farming tutorial, enough to get the first room started and mess with playtesting.
(great tutorial series, rather advanced for my level but still really easy to follow)
So, essentially I have followed this two part tutorial series, and a working randomized room. What I need to figure out now is how to make the randomize controller place enemies and other objects about the room, like exits and chests.
I'm not totally clear how I can plug in more random spawns in the room rn, so before I have a working project get stuck between another rock and a hard place I'm going to work on the bow and arrow mechanics. If I get the particle drop on the arrows and then the inventory segments of the bow mechanics done I'll either explore the tile system again and see if I can get more items to load, if not I'll look at messing with the arrow physics. I still hope to have at least a rebound effect in the first open build, also being able to recover arrows would be very cool as well.
Tuesday, January 14, 2020
Rouge Type dev log Entry 2.5 Bow problems
Not a full update, just decided to organize my tutorial references for easier access. Plus having them here means someone besides me might find the resources they need.
Making a bow and arrow in an top down view posed a large challenge then just skewing the ratio and visual illusion, mostly because I haven't seen a tutorial that is tooled to incorporate all three; top down perspective, bow with charging shots, and a projectile motion. But I can throw them in a blender and see what happens; so what I'll want to do is figure my features and what I want the end product to happen and do the simplest version. Here is what I'm thinking.
1. Inventory compatible, ought be able to switch too your bow from unequipped and switch through arrow types easily. Easy version is just an inventory, bow equipped (y/n) and are there arrows(y/n)?
2. Aim to mouse point, the arrow ought be able to be shot in full 360 degree range; that's above, below, and at the level of the player character, this means a toggled 3 layer ray casting system that works together. Easy version is just a ray coming out from the player character and if there is a target in range maybe the player "locks-on" or something.
3. Charged projectile, player should be able to "charge up" their shots, and arrows should go farther with less projectile drop or ricochet dependent on how charged the shot was.
See how these squares move about on a 2d world... and their arrows also look very 2d and make the world feel flat. I don't want that, I don't think I have to do it like that.
4. Projectile DROP
Okay, now I have that out of my system, back to the grind.
Making a bow and arrow in an top down view posed a large challenge then just skewing the ratio and visual illusion, mostly because I haven't seen a tutorial that is tooled to incorporate all three; top down perspective, bow with charging shots, and a projectile motion. But I can throw them in a blender and see what happens; so what I'll want to do is figure my features and what I want the end product to happen and do the simplest version. Here is what I'm thinking.
1. Inventory compatible, ought be able to switch too your bow from unequipped and switch through arrow types easily. Easy version is just an inventory, bow equipped (y/n) and are there arrows(y/n)?
2. Aim to mouse point, the arrow ought be able to be shot in full 360 degree range; that's above, below, and at the level of the player character, this means a toggled 3 layer ray casting system that works together. Easy version is just a ray coming out from the player character and if there is a target in range maybe the player "locks-on" or something.
3. Charged projectile, player should be able to "charge up" their shots, and arrows should go farther with less projectile drop or ricochet dependent on how charged the shot was.
See how these squares move about on a 2d world... and their arrows also look very 2d and make the world feel flat. I don't want that, I don't think I have to do it like that.
4. Projectile DROP
I've tested nothing with arrow drop yet, but here's a different one in case I don't like that other one.
Okay, now I have that out of my system, back to the grind.
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