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.