Posted February 27, 2022 by BarfightSpectator
#Flock #Duckling #A* #Animation #GameDesign
Well, it happened. I got rid of the flock in favor of a single monstrously large duckling. The trouble was, that I was getting the same feedback over and over again: "It's too slow"
Every time I showed it to someone who regularly plays games this was one of the points, unfortunately I wasn't able to devise a way in which I could keep the flock and make it fast. So, as painful as it was.. I had to get rid of it for the sake of a more dynamic feeling and the possibility of reaching a flow state. With that I also got rid of Pathfinding altogether and am now lerping the little duckling along a curve and checking for ground with rayCasts.
Since the last Update I also implemented a lot of small new things like the day/night mode, rebuilt how the tiles work from the ground up, the level build animations and more.
I've also come to the conclusion that I should focus on the singleplayer experience first. Therefore the level-editor and it's associated systems will be made public in a later release. First I gotta make it good, then fill it with content.. and THEN I can worry about an ingame level-editor.
Happy ducking :)