Monday, March 1, 2010

It's Looking Like a Platformer!

This week we implemented jumping and basic platform collisions. Edward can now hop around the level gleefully while his werewolf enemies bounce around the screen randomly. The platform collision scheme we used for this assignment is a little too simple for our plans so it will likely be replaced by an all-encompassing boundary detection system. This will allow us to make much more dynamic levels than rectangular grids. We still plan to have sloping ground much like in Braid.

Programming the jump sequence has given us an idea for how we will have to use states to control all of Edward's abilities. It has also given us an idea for how miserable collision detection can be. Our implementation at the moment is pretty good, but there exists some flaws that a cunning player could abuse. In typical gameplay, however, these problems should never come up.

Our next assignment will likely be to implement the first level with or without a level editor. This is another big leap for us, because it will then allow Edward to move outside the bounds of the screen.

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