gonna get back on the no the gold is mine train!! progress paused while I’ve been home for my lil bro’s bday but I’m gonna hop on over to a new tab after this sentence and check my last notes on where I was with development here I go…
I’d got splitscreen with two characters in! movement is more or less done but nothing currently happens when you find the gold. I’ve got about four hours till I start getting sleepy, I’m gonna work on getting something to happen on gold find. not sure what yet! I’m thinking… if a player collides with it, rather than it floating away the player simply moves to stand on it while the screen view becomes just the one of the winning player. short interval where it shows the winner at the gold with some sort of win message and maybe a zoom, maybe a crown, and then cut to the view of another camera that’s circling around the planet, in order to show it all destroyed at the end of a match.
ahaha I’m picturing the final boss being unable to attack them and them monologuing about how the player must be THE CHOSEN ONE and the weapons they picked up are glowing and and stuff, reacting to their HERO’S HEART - meanwhile the player is mute throughout, just trying to make the bad guy go away so they can get back to normal
I think I’m going to make three different game modes, at least at first!
- one with a single block of gold per planet, first to find it wins - another with multiple blocks of gold, whoever gets the most in a set timeframe wins - and then a third where there’s a chest and a key and players have to find the key and take it to the chest to get the gold
I dunno how far you’ve tested this, but most keyboards don’t like having more than 3 or 4 keys pressed at once. We’ve been doing some same keyboard games and we couldn’t do a 3 button, two player game because of this.
oh yeah that’s actually something I talked to my housemate about briefly. directional keys are currently mapped so that they’re only active on the frame they’re pressed, so the likelihood of players pressing them at the exact same frame as another are quite small. digging is the same too. the only button that needs to be held is the wall climbing one which might lead to problems if all players were pressing them and then only really if there were max players. if there are four players on one keyboard all trying to wall climb then they’ll just have to push each other for keyboard control. you gotta do what you gotta do for the gold.
it’s also worth noting that only right ctrl seems to work.
yup yup yup it’s meant to only be right ctrl. to get four players on a keyboard the six buttons for each player’ll have to be grouped up. no sense in having player one be able to use both ctrls when I was thinking of using left ctrl for player two. but I won’t now because of macs!
are you gonna put a turning animation in there for when you walk over the edge/up walls? it’s kinda confusing right now. also i dug down and then out the front of the planet and fell forever :o
it’ll be changed up, yeah! it’s just rough rn, visuals and animations’ll change a lot. it’s just easier to have it snapping instantly for now. not sure why you fell forever, I’ll have to try do the same…
question: what will happen if the planet is split in two and the gold is on the other side
I hadn’t thought of that! but if you dig down to the gap you should fall through as if it were a hole made at the bottom of a complete planet… I think. I’ll have to check. otherwise… game over, you ruined it for yourself by splitting the planet. but not really I’ll just make a fix for it.
think I’m gonna leave this for now, come back at it with new eyes in a bit… usually I have some sort of idea of why a buggy thing like this happens but rn I’m completely boggled, just lookin at the code with all question marks in my head all ?????????????
huh thats really weird, maybe it’s getting confused on the orientation and is thinking the player is actually going down? Hope you figure it out!
as far as orientation goes it’s completely relative to the player - it isn’t affected by any sort of gravitational force that’d pull it in any one set direction but it takes its direction from a set of cube triggers that are locked in position around it. which makes this even more confusing! because in the gif, after it’s turned to its new rotation the down trigger moves with it and shouldn’t be triggering the fall function because… it should be picking up the cube next to it! really weird. I must be missing something really obvious, I usually am ahaha
it’s something to do with the fall function… a constant check is made to see if there’s a cube underneath the player. if there isn’t the player’s position changes to a square beneath it, and this carries on until they either land on a cube or hit a sphere around the planet that changes their orientation 180, sending them back down. but I don’t know why this’s causing the player to start falling in another direction when they go to walk up walls sometimes? maybe it’ll help to find out just which walls cause this. where they are and if they have space around them that could be triggering a fall. time to walk up a lot of walls and fall down a lot.
oooh actually it doesn’t work perfectly! while testing it (by which I mean making a hollow where I could wall walk repeatedly and laugh) I found that it eventually goes skew! this’s probably because of the triggers around the player. these’re all grouped as one thing that’s not actually symmetrical and doesn’t have a centre at the middle of the player sprite. so rotations aren’t exact! I’ll try fix that next.
weirdly one of my genuine favourite parts about trying to make games is thinking “oh yeah this’ll be simple to put in this won’t take long at all” only to have loads of weird problems pop up that you didn’t expect. makes me laugh to see things go wrong in ways I didn’t even think of. good for learning things too!
thinking about alt game modes and what if there was one where the gold was locked in a chest and you had to find the key for it first… and to open it you had to carry it to the chest without other players stealing the key from you… a note for later!