…sometimes it doesn’t
also it’s so cold rn that I’ve plugged in a mouse to the laptop and am using it under the bed covers. does this count as game dev? i’m counting it as game dev. I keep having to warm my hands up for small stretches of time before writing any code.
I’ve had to redo all the code that controls how the character moves and collides (because having it primarily 2D caused weird effects when the player’s orientation was changed) - this happened when testing collisions, made me laugh…
really like how things are looking so far! totally loving the way 2d and 3d look together. gonna add some more stuff in the foreground, see how that looks. pretty happy with keeping it monochrome too.
When do I get to drive the bus?
you don’t. but! this game about not driving the bus might be done innnnn… two weeks+? sort the cubes took a solid week and while this won’t need me to do cheats + achievements there’ll still be a bunch of messages and alt routes to write so… lets say about two weeks, yeah
at the beginning of you don’t drive the bus I want it to start in a small room in a block of flats but I also want it to be a… 3D object? with the camera starting at a position that shows the room and its (2D) sprites but then, when the player exits into the corridor, they turn 90 degrees (along with the parented camera) and then it shows a “2D” view of the corridor. and then it rotates around again for the room with the lift. I… think I know how to do this but. we’ll soon see.
I dunno, seein’ a vehicle trundle along like this would be pretty amazing looking…
I think you’re right - plus the more I play with this the more I think I’ve gotta get it in here, it’d be good to learn about it through this experiment before using it as a core mechanic in the next
It looks like Mario Galaxy + Paper Mario. Does the thin guy has a name?
yeah it does! I need to actually… finish both of those games… as for a name, I haven’t really thought about it. they’re just travelling! and they’re the player I guess. I’ve used similar pixel figures like this in other things, never thought to name them.
right now I’ve got a basic rolling world type scenario going on and that’s EXCITING, I didn’t think I’d be able to do something like this so easily. it basically works by rotating the entire floor (the sphere) around on its centre point whenever the character’s velocity is larger than zero at a speed that keeps the player on top constantly without variation side-to-side. I love the effect it causes and think it’d be great for the planet game idea!! but I can’t see me using it much in this initial one, ahaha. still!! really nice to have it figured out.
for both yddtb and the (still unnamed) planet idea I really want to use a mix of both 3d and 2d assets while still keeping that sort of… overall 2d feel? all movement will be locked to the x and y axis but I still want to have a non-orthographic camera.
also the 2d sprite against more “real” looking objects reminds me of punpun a lot, I like it
notes on things I gotta start thinking about, the first lot are specific to yddtb and then the later things I’d like to focus on including even if they go unused for now - I’ll need them in the planet idea
- character control/animations (walking, running, jumping - sitting? kneeling? checking watch/phone/items?)
- sprite manipulation (clicking and dragging, tag detection)
- tracking collected items (what was packed? what’s been used?)
- items altering gameplay (item changes value of variable, greater number of item decreases speed?)
- choices altering mini plot paths (bools/ints probably, if match value then)
- various no-character screens (maps, phone/laptop screens, cinematic views)
- messages/dialogue (“typed” text effect? character images aside text? visual look?)
- triggered events, “chance” of things happening
- menus in general
additional/for use in planet game
-> “rolling world” of sorts? 3D object used as solid platform, moves/rotates when player moves
-> implemented gravity, ability to add jetpack like feature (even if yddtb doesnt even have jumping)
-> item collection that raises a bar/value that alters gameplay
-> pause menu related to in-game goings on (stopping to look at watch/phone/etc)
I think I’m gonna work on you don’t drive the bus as a build up to the planet game - I’ll build it in a way that’ll make it easy to strip down and use as a base for something bigger. right now I’ve got a character walking! that’s a start.