So basically I’m only counting for just regular cubical layering, which is fine, but there’s also some side effects with the layering where the entity layering is kinda messed up because of it, mostly with an object being over(which I thought the way I did it prevented stuff like that but I messed up a part with it) And, the slopes, since they’re not full cubes, and when going up and down them, the other objects gone account for the tiles beside and above their current position.
So first, I thought of adding level geometry by using full shapes and such, but 1, that would be time consuming, and 2, that wouldn’t really do anything with the layering, cause the same issues would still apply with them.
So uhh yeah, I figured out the issues
I don’t know how I’m gonna solve it
I already know with like the tile system and everything, I know it’s not impossible, and I’m sure it’s even still possible with the optimizations I made with it(if it didn’t then I’d really be screwed, but thanks don’t think that’s the case)
But I’m just gonna try to ignore them right now and just have it in the meantime
Even if it’s still an ugly issue, and it does have some aspects in gameplay(mainly with shadows since they’re extremely important)
I’ll just build the rest of the first level and just try to work onwards, It’ll just have to stick for a while and I may have to work on shadows a bit later because they’ll be pretty annoying with how things are right now.
The layering will just have to be something I’ll have to get help and figure out in the meantime
0 comments