Times, trials, and turbulence.
I’ve found a decent balance between development and work, and it seems to be working out pretty well for me. The game is moving along very smoothly.
Among the newly implemented additions is a global listing of Actors, which now also follow the same game physics as the player. This will essentially allow other characters to bounce around and jump about just like the player. Actor-to-actor collisions are also in, using simple bounding boxes. If you noticed the player’s inability to walk over small steps in the demo, this has also been fixed with a smooth upwards transition.
I modified the demo level a little — still entirely procedural; no map editor yet — so the second room is a large stairway with another stairway in the middle, and filled it with actors that walk around and bounce off walls and eachother. A little more interesting, and the other actors have no problem walking up and down the stairs. Dean has been working on hard on art — you’ll notice some new characters present:
Either weapons or decals will come next. I’m not entirely decided how decals will work, but I see two viable options:
- Each decal is an object that is drawn with perspective correction on top of walls or floor surfaces. This is the standard approach in most 3D games. This could be a performance issue, depending on how many decals are visible at once.
- Decals are graphics drawn directly onto the wall/floor textures, made as a unique copy of the texture for that surface. This somewhat means unlimited decals, at the cost of extra memory to store all of the unique textures. This would allow for a lot of neat effects though, like heaps of surface-covered gore, non-tiled smooth carpet or grass burns, and generally really battered-looking areas that have seen a lot of combat. In essence, it’s really a lot like destructible terrain in a 2D game, but on a texture level in a 3D game.
More on this as it develops.