Alright, here's my first report! Sorry for rambling and the moment of silence at the beginning.
progress. the map now has full mouse over aware positions. So the correct position shows where you are pointing (the red map cell). Also the mirrored selection is shown as a cyan outline

models have been tweaked. there is now
- a rock (can't pass)
- grass (miss one turn)
- fence (blocks 2 exits
- tree (blocks one exit)
that looks great. But I imagine it takes a lot of time to make something like that. I do something different. I make only rough models right now and add the details later when I have finished everything. That way if I don't have enough time at the end some models don't have details but it doesn't matter as much.
Not sure what is happening, but I think the i counter in the for loop might be altered halfway (reduced?) resulting in the for loop not ending as it should. You might want to print out i to debug? Also its not clear how the program flow for the mirror effect via the break statement is working. Perhaps you want to post some of the code used?
Thanks! I posted in another thread with a link to my GitHub with the code, and adroitconceptions was able to help me solve the problem. (The logic of the loop was completely messed up.) There was a lot of extra stuff in there - manipulating the positioncount and so on - that was absolutely unnecessary.
Here's update #3 - implemented my first blender model - a ray gun. Spent way too much time figuring out how to make the charge-up animation work and the cooldown serves as a balancing against constant zooming/tractor beam abuse. Also showing off the object pickup system and zooming out into third person view.
The physics is still a little kooky but its a lot of fun figuring out how things interact for the puzzles (and what breaks the game).
So much to do, so little time!
Hi everyone,
Hoping someone can help me or at least give me some ideas on this issue I recently found - I'm using a standard physics handle to grab and drop a cube in my game. Everything works fine as long as I open my level directly in the editor. However, if I load my level from my main menu using Open Level, the cube doesn't move :(.
This is basically stopping me on my tracks - I would appreciate it if you could take a few minutes to look at the vid and see if you've seen this before.
Thanks!
Here is the result of my first few hours of work. (I'm afraid I'll only really have this weekend to work on it but wanted to see what I could do anyway.)
You play as a vampire who has no reflection but is able to switch at will between reality and the reflected world. Through stealth platforming and puzzle solving using the dual-world mechanic you must satisfy your blood lust. Some objects, like yourself, have no reflection whilst other exist only in the reflected world. At this stage I've put together this basic mechanic along with some initial pixel art work.
Starting to come together now. Along with a potential victim for the vampire, too busy admiring her own reflection to do anything about the peril she's in (or perhaps that's just a bad excuse for having not written any AI code yet...), the controls have been improved and crates can now be either pushed around or picked up and moved.
Some of the puzzle aspects now come into play. If you want to balance 3 crates on top of each other but 2 of them only exist in either the real world or the reflected world then you have to make sure the crate that exists in both worlds is in the center as the other 2 would simply pass through each other.
Other puzzles may involve jumping from a surface that only exists in one world, switching worlds in mid air, and then landing on a surface that only exists in the other world.
Looking forward to doing some more tomorrow!
I'm running out of time for this game jam but I've got enough features in place now that I've started constructing a playable level. New features include a cool effect when changing between worlds, sound effects, tweaked controls and collisions, highlighting objects that only exist in one world by rendering them with a special shader in the other world, and a light-based stealth system with lights that can also exist in both worlds or just one.
Thanks! My current plan is actually along the lines of the player being quite fragile - the AI will be equipped with crucifixes, holy water, stakes, etc. and if you get close to them with them aware of your presence they'll charge at and attack you (one-hit kill), forcing you to rely on stealth. At the very end of the video you can see I dropped down in the reflected world because there was no light on that side, allowing me to get right up to the target before switching back to feed / win the level.
Well, the time I have for this game jam has more or less drawn to a close. It certainly isn't finished but I'm pretty happy with how this project has turned out, especially considering how quickly it has come together and how out of practice I am, so I could see myself continuing work on this when I get a chance. I've finished the design for the level, added a final layer of polish, a basic set of tutorial messages that appear at appropriate moments, and the ability to "interact" with your victim. Not every feature I'd wanted but a fully playable level none the less.
It's been a lot of fun working on such an interesting theme and keeping up with the excellent progress everyone has been making, so thank you to everyone! :)