Day 126: Today it’s Monday, I did stuff even if I didn’t wanted to. Content making is such a boring thing to do. But I guess it’s indispensable. Sigh… Hey, so I don’t have much to say because I only worked on the rooms. So I could just stop here and call it a day. But you know me, I can’t let you without a big chunk of text can’t I?
Daily interesting stuff:
A video that describe how a creative process is. I thought it was pretty boring but it had a lot of “likes” so I thought I might share it.
Reddit post, programming tricks. People posted things like the quick inverse square root and stuff like that.
Tasks done:
Did 32 rooms. This time it wasn’t on paper. It was the real deal on Tiled and all. It’s really hard for me to work on this kind of things. I get bored easily and then I can’t maintain focus on it. Also, the floor tiles I use are pretty dark, and it was sunny outside. So I didn’t see it well. Usually I just close the shutters a bit more, but today there’s a LOT of wind. So as they always ended up completely opened, I just closed them completely and worked in the dark. I think that’s where my headache comes from. But enough talking about useless things. I’m pretty happy with the new rooms. I think they look cooler. I tried my best to prevent the “square aspect”. I added walls in the corners and stuff like that. Ok I’m out of ideas to fill this page. So I’m going to accept that today’s log is going to be short.
Realized that the exit automation has a big problem. Since it checks every colliders with every other, if two colliders on the border are separated by 6 units it assumes it’s an exit. EVEN if there’s another collider between the two tested. I searched for a way to fix that, but I had no idea. It was a bit frustrating to see that it’s broken again. So instead I used a work around. I make sure to not make border collider take 6 units. It “solves” the problem. I know, I know it’s ugly. But it kinda works. I also commented the line that destructs the temporary imported room so that I can check it right away. Without having to look for it in the prefab folder.
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