Here it is, an entire planet lit and in view. Platforming physics have improved greatly, things are getting a little fun. Of course there is the small technicality of guaranteeing a path out, something that will be straightened out soon.
Some major changes this week. In the wake of switching to a new terrain generation system which is giving us some amazing results. With fingers crossed, I think the majority of the visual push is over, now we need to redo some of our physics to fit this new, more rocky terrain, and just get everything that was in the generation before, in again. Hello World is becoming much more of a pure platformer, and that’s exactly what it needed to be.
Artifacts, and head following and refactored resource loading and new animation system and file loaded planet themeing and a gameplay video and memory leaks found and a pong minigame….Oh my!
We should take vacations more often.
Note: all screenshots posted are absolutely representative of the final game.
So we’ve reached the end of our second sprint on Hello World, and things are definitely starting to shift in pace. Most large systems are in place, physics, valid level generation, Depacifier AI, particles, universe structure, occlusion in planets, resource management, screen management, It’s all there and rock solid.
now we’re getting down to using these systems to make something fun, an easy step to forget. Player movement has been tweaked already, ship ‘catch’ in space will be coming soon. There are quite a few obvious fixes that the team sees in the game currently, glaring issues, but as we go on, these issues will eventually dwindle(hopefully). So this week we’re beginning to playtest, Tuesday with people from Microsoft, Thursday with fellow students(4PM if anyone reading this is interested). At the end of this next sprint we went all of our mechanics complete, and I don’t think we’re too far off.
So this week the team accidentally dropped a crapload of particles on the SVN, and this happened. Things are a little bit choppy, Started doing some initial profiling, figuring out where the bottle necks are. Luckly running at a good framerate most times, it’s just at some crucial points things bog down a bit. Whether those bogged down bits are mistakes we can fix, or mistakes we need to hide in a more clever manner, has yet to be determined. How we’ll handle planet viewing at ship zoom levels when everything is made of particles, well there are quite a few levels of faking we could do there, we’ll see in the next few weeks.
More and more final art and music are getting into the game, looking pretty slick already!
The sprint seems to be ending a bit early again, so we’ll be back in the ‘do what you want to do’ mode that can be equal parts productive and destructive. Last time running out of tasks went reasonably well, we’ll see how that works this time, most likely more optimization and bug fixes, but hopefully some cool big things too.
Not sure if we’ll get to playtesting early this sprint as planned, but it’s almost there, dodging the D-pac and derp monsters seems to be pretty fun already.