Saturday Dev Update 4
animation environment level editor level limitations movement physics saturday dev update fixbot demergo studios
Well, Saturday has come and gone... like 3 days ago, but things have been so busy around the office that finding time to even sit down and write up a simple status update can be hard to fit into the schedule.
Saturday was very busy. The artists were hard at work, working on more environmental tiling, environmental hazards and animations, enemies and enemy animations, and much, much more. Hopefully Omni will have a blog post coming soon showing off all of the cool art that he and the rest of the amazing art team have been working so hard on.
The programmers were equally busy. We ran into an interesting issue with our level file... it was too big. At one point our level file reached around 1.5mil lines for just one level... yeah, there was a bug involved in that too. We decided to cut the level file into multiple smaller files, and doing that would also help with the early memory spike we were having when first loading the level. I am sure a blog post will come from that incident sometime. Joel has been very busy fine tuning and tweaking the amazing player movement code. One of the greatest challenges of this game has simply been player movement. Joel has spent a majority of his programming time on just player movement. It is essentially a custom physics engine just for our game. Dan has been busy implementing environmental hazards and getting all the animations with those things working. Ian has come over to help me out with the editor as I have been struggling to keep up with the increasing tools demand (and school demand too).
Zak over on the design side has been busy finishing up the final levels of the game and also using the editor to start making the levels he has already designed. He has also been working closely with Joel to fine tune the player movement code.
That's it for Tuesday's Saturday Dev update.
Devbot Todd shutting down...
Reposted from Fixbot Blog