Week 4: Update and Goals
Hey, everyone! So now that I have rudimentary platform movement set up, the next step is to improve it.
This week's primary goal is Pathed Shapes: to add support for physics shapes to move along more complex paths than simple velocity changes. This will mostly involve pulling the pathed objects code from MBPU over and porting it to engine code.
This week's secondary goal is Editing Infrastructure: to make sure that the level editor can be used to build levels with physics shapes in them. There are still a lot of things that can't be done properly with the physics (e.g. F7 doesn't yet actually drop the player at the camera). I'll have to make sure everything is in place so that physics objects can be placed, positioned, etc. from within the editor.
In other news: turns out my amazing fix for the physics doesn't really work most of the time. As such, I implemented a much more complex fix over this weekend. There are still a few issues, but they hopefully won't occur too often in the final game. If I (or testers) find that they're too much of an issue, I can resolve this then.
The stream should be up on YouTube sometime tomorrow.
Hey, everyone! So now that I have rudimentary platform movement set up, the next step is to improve it.
This week's primary goal is Pathed Shapes: to add support for physics shapes to move along more complex paths than simple velocity changes. This will mostly involve pulling the pathed objects code from MBPU over and porting it to engine code.
This week's secondary goal is Editing Infrastructure: to make sure that the level editor can be used to build levels with physics shapes in them. There are still a lot of things that can't be done properly with the physics (e.g. F7 doesn't yet actually drop the player at the camera). I'll have to make sure everything is in place so that physics objects can be placed, positioned, etc. from within the editor.
In other news: turns out my amazing fix for the physics doesn't really work most of the time. As such, I implemented a much more complex fix over this weekend. There are still a few issues, but they hopefully won't occur too often in the final game. If I (or testers) find that they're too much of an issue, I can resolve this then.
The stream should be up on YouTube sometime tomorrow.