2010-08-17 - Tarvos 004

Noble Kale's picture

Tarvos

Status report

Massive update to Tarvos, and it only took about 1hr

What I fixed (fixed Bugs)

  • Player does not 'run' animation on the spot - animation starts when movement does, and stops when movement does. Now has the appearance of taking actual steps
  • What I broke (new Bugs)

    • Keys being held down need to be reset when the level changes, or when startLevel() is called

    Bugs (old & new Bugs combined)

    • Collision detection algorithm - may need more investigation. This could actually be less 'bug', and more 'not sticking to the rules I forgot to write down' - This actually seems pretty solid lately

    Improvements list aka To-Do

    • Implement new concept for collision detection
    • Spawners
    • More items, weapons
    • Switches, Levers, actionable items
    • Code so that Fireballs are created after player animation is done, not at the start

    New features/Improvements implemented

    • Controls - Fixed, allowed multi-key input. There is now a single button for Jump, Fire1 and Fire2 rather than having them directional.
    • Friction

    Summary

    Some massive changes here - the inclusion of friction has changed the game style completely. It's now possible to 'walk' step by step up to a ledge, and also to slide just a little after controls are released. Controls themselves got a complete overhaul - using a technique involving monitoring each key for depressed status. Each key runs code on press and release, and may also have recurring code for each 'Tick' of the Event Manager.

    The real reason I'm happy with this, is that controls were the number one thing that people disliked about the demo (wow, I dumped the demo for public access less than a month ago - Reclamation, and Tarvos have both come a long way since).

    I actually have a bit of trouble nailing one of the jumps on Reclamation Stage 001 - I've thought about changing it, but I figure by the end of playtesting, I'll be able to one-shot it. Heh.