Finished programming KeyBugs (yes, the name’s not original, but you get what they do.) The key system in Moldering will be very different in regards to most other games in that the keys flutter around the player until they’re brought to a lock. In all other matters they’re the same.
Also, programmed the locks and a color coding scheme which designates which keys can be inserted into which locks.
-James
Ah… the life of a game developer. It has it’s ups and it has it’s downs. I toiled away the good part of the day fixing a very minor bug that most people wouldn’t even notice. Instead of being productive and attending to matters in the real world I spent six hours making the player move the same speed when moving up slopes from the left vs from the right.
Regardless, I got it fixed, so, that’s out of the way. But, I need to spend my time better. Yesterday I spent maybe an hour implementing a brand new feature (hooks the player can grab on to), which was extremely rewarding. It can be very gratifying when implementing something cool goes smoothly. It’s why I develop games. However, a few days like today, here and there, are inevitable.
More about the hooks though. If you’ve played Donkey Kong you probably have a good idea of what I’m talking about. For those of you who don’t know, I added hooks to the game that the player can jump to and from. They act like grapple points for climbing up to higher areas. They work awesome, and are awesome, and I’m really happy with how they came out. More news to follow.
-James