Game
Rogue Cadet
8 years ago

Day 124


Day 124: Today I still didn’t start any content. I don’t really like doing this. So I procrastinate as much as possible. But I’ll have to start at some point… I wanted to finish early to play games. But I got surprise bug fix to do. So It’s getting late. I even rage quit it.

Daily interesting stuff:

Tasks done:

  • Fixed the exit detection. Since yesterday I had to rewrote the collider automation, the exit automation which was very much alike was broken too. So I did the same thing as yesterday, I painfully logged and crawled through vertices positions to see the problems. It was easier to fix than the collider since most of the behaviour was already independent of the order of the vertices. I still had to modify the horizontal exit detection and adjust my magic numbers. Yes it uses ugly un commented magic numbers.

  • Looked at the rooms and what content I want in adition of that. Right now I have 50 rooms in the first zone. And some copies of them in the other. I decided I wanted to have 100 rooms in the first zone and 75 in each of the other zones. Each room should have two to three enemies configuration instead of one to two now.

  • Played the game. I actually ended up playing it for a long time. It’s too repetitive and too easy. But I like it. I like playing and crawling through the rooms. I think that with a bit more content, a lot of tuning, and proper assets, it’ll be a decent game. Maybe I’m not just wasting my time and my career after all.

  • Tried to use a 128*128 tileset for the walls of the room. I’m just testing things with the new assets. I like it better with smaller walls. But then I did a terrible thing. I tried to export the new map to Unity. And then… The colliders and exit were broken AGAIN…. That was very unpleasing (as you can guess that’s not what I yelled to my screen).

  • Fixed the freaking collider again. It was hard. The mesh generation really do anything it pleases. I had a lot of trouble finding the origin of the problems. It turned out that there’s a case where a triangle could be already inside a collider and in my code it wasn’t handled and it would create a new collider. Then the horizontal merging of the collider wasn’t working because it assumed that the collider would be ordered from left to right, just like how the triangles are ordered. But no, if it pleases the mesh it can make triangles from 1 to 30 and then from 0 to 1 or anything else really. It’s like there’s no rule. So I took a shotgun approach and just sorted the collider based on their x position. Then the vertical merging was also fucked up. But that was because I didn’t check that the Y difference between two row wasn’t too big. So I added a check that makes sure you can’t merge vertical collider from separate places.

  • Tried to fix the exit automation again. It turns out that the method I use (saving the max X of the border line) doesn’t work. Because you see, this freaking mesh does the triangle on pos 58 and 59 and THEN start the line on 0. So of course my code doesn’t work then… I rage quit on this. I’ll solve this tomorrow.



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