Documentation, placeholder audio, and object interactionPosted on April 3, 2012 | 3 minute read
I am half asleep right now, but feel like quickly writing this down today instead of tomorrow. And holy crap I just realized it’s 3:40am right now, so I guess “tomorrow” would have technically been today regardless. Anyway, today (now yesterday) was productive. I not only did a lot of work on the game itself, but also worked on documentation. Even the process of compiling a document outlining the core functions being used in the different controllers gave me ideas as to how to clean up and improve the overall code structure (which I did…and which is still in progress).
What I don’t like at the moment is how many global variables I’m using. I am referring to five objects as globals at the moment throughout the code. I’ll be looking for ways around using so many globals this weekend.
Aside from the stuff I mentioned this morning and some other little things I focused on the following:
I put in some placeholder ambient sound in the first and second levels. This didn’t really seem all that useful as the actual implementation is a 10 second job and the track itself will end up changing down the line anyway, but the hour or so spent on finding free to use tracks and mixing them together into one, then actually putting them into the game were worth it. Hearing it just gives me an even better idea of the feel we’re working toward here and brings us a tiny bit closer to that feel. This in turn has started to give me more concrete ideas for things like environment art. It’s amazing how much difference sound can make when it comes to visualizing ideas and emotions.
Manually triggering object interaction
Up until today to interact with objects the player entity just had to collide with them. I’ve put in an “action” button that the player now has to use in order to interact with in-world items (right now this mostly just amounts to picking them up). This allows us and/or the player to do other stuff with the items on collision - things like pushing, pulling, jumping on, and even purposefully ignoring. I then also had to add things like proximity and other pickup rules.
Now I’m going to sleep for the 3 hours I have left before the alarm goes off. Tomorrow I want to modify camera movement slightly to allow the player to move a small amount on the X axis without triggering camera follow. This seems like such a small thing, but I think even though it’s so subtle it can make a big difference to the overall feel of the camera and game movement if implemented well.
Categories:game dev dev games
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