Month: March 2016

Progress Update #5 – Water Mechanics

03/28/2016

We’ve finally fully implemented the first iteration of the set of mechanics for how the player will interact with the water on the new cliff map we’re working on. Surprisingly, creating some of the interactions required a lot of rengineering of core systems that were already implemented. So, it also required a TON of refactoring. The main reason for this is the fact that we wanted to create a concept of being “under” the bridge when you fell into the water. At first, this sounds like it’d be some fairly trivial physics or mechanics. However, when you take into account the fact that this game runs with a 2d physics engine, it becomes a lot more complex.

You need to set up tons of layers and complex systems to determine when the player (and other objects) will be interacting with the water or the bridge. After iterating through 2 entirely different systems for implementing this, I found one that I felt would serve us well enough for the types of interactions we would like to support. It’s still an art to actually implement the system into different maps… but I’m pretty happy with what we have now.

Balcony Map


Posted by: Eluem on 03/28/2016