Posted April 22, 2020 by Boboman
Fixed the cloud-patrolling logic for the webGL build as it was getting "stuck" after a few patrol paths. I think my transform position references were slightly off due to the different screen resolutions... ? Regardless, the cloud should use the players position in some fuzzy-random destination choosing, LERPit's way over, and pause for 3 seconds once it arrives.
Something I really struggle with in games is play testing resolutions. I really need to figure out how to properly set my canvases and cameras up to be designed for an explicit viewport. If its scalable/shrinks/grows, fine, but need to spend time on learning those skills.