Instead of having vertical transport only be (jump) or (acting as doorway/room-transition/animated climb) I could have roofs be inaccessible from stacked-crates, but instead create a code for (ladder/climbing rope) that I apply to trees. Similar to how you might imagine a Minecraft mod that makes all wood from trees act like ladders so you can climb in whatever odd direction the tree code grows the branches. Having trees give vertical and horizontal platforms to navigate allows for the stealth and acrobatic role players lots of room to explore levels in different playstyles. I'll have to include both and play with the (beanstalk) and the typical (platformer/paralex/2.5d) code sections before I can say for sure they work together. But with the (beanstalk) code I'll be breaking into the (harvestmoon) side of the build. Which may bring me much closer to the MVP (MinimumViableProduct) of the build. This is where I can start building the community/interest in the project/fund the larger (stretch goal) portions.
Thursday, July 31, 2025
Ladder problem, Beanstalk solution
As I may or may not have documented in the complextoy blog space I use to maintain before my prolonged sabbatical from university.(typed on phone notepad cuz no service) I've achieved a buggy 2.5d for my top down Zelda-type engine. Using parallax and sprite-stacking we've achieved a top down 3d look. My issue is when the effect is scaled; for a single character to interact with a crate sized(jumpable-platform) and an obstacle that can be platform (wall) the code works fine. But the farther the distance from the "true" floor the worse the origin of the player character's center of gravity becomes. To spin the camera around the character on the "floor" of the level works fine. But to jump to platforms that are 2 or 3 times while maintaining the camera on the player, to have the camera spin around it might redraw the feet of the player behind the platform the player is on. This is disappointing. This prevents more than limits the kind of play because the climbing and interaction cannot build off these base physics. I'm calling this my "ladder" problem. Because it is as if to rotate the camera the player is attempting to crawl to the other side of the ladder and they fall off, it's not because the code is performing in a 1-1 comparable way, it's just the easiest language I know to explain what it feels like is going wrong without explaining the code I have second(or third) hand understanding of. Enter the concept my "Beanstalk solution", this is what I am hypothesizing will be the solution to my coding misdirection. This might not fix the issue, but it is a design inclusion that might make the issue something I can design around.
Labels:
#wip #amaturecode
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