First Day, first Jam.
Prep:
Before the official start, I prepped some measurements for the environmental sprites. I'm building this project in Gamemaker, and after briefly attempting to soak up some 3D tutorials, decided I should settle on 2D graphics for now. This was something I didn't want to be scrambling and trying to figure out during the actual Jam.
I set up a basic tiling system so I could arrange and edit maps more easily. The Object for the Player character checks for filled and empty spaces in their cone of vision, then generates the environment back to front. The Front facing walls are just the same sprite shrunk down, but the walls require alternate sprites for 5 layers of distance, which will be a bit of a pain.
First Day:
I spent most of the first day brain storming ideas based on the them of Duality. I think I've found an angle.
I spent the rest of the day mainly finalizing functions and tools so I can start building the levels. I'm already a bit behind on this. Hopefully I can get them done tomorrow, but already it looks like quite a bit will be hitting the cutting room floor. Probably for the best.
I spent (maybe a bit too much) time working on smooth transitions. The forward movement looks pretty great, considering I fudged it with some zooms. Strafing looks OK, albeit it a bit sharper, maybe due to the width of the screen.
Turning took me the longest, adjusting the camera off-set and blur, and I'm still not quite happy with it. It could just be because the Graphic aren't finalized, but when the corridors are too similar, it's just not reading well. It's better when executed speedily in-between movement, and there's varied geometry. Might have to keep that in mind when designing maps.
Also, I decided to go with a Z, X, Space, DPad Keyboard layourt. Normal DPad strafes, and holding Shift lets the player turn. It feels pretty smooth to me.
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