Home » Posts tagged 'coding' (Page 2)
Tag Archives: coding
Work – 2/13/2017
I start revising the multiple-room-large room generation and get PRETTY CLOSE to a functional function. There’s some issues that need to be resolved, wherein random single rooms are generated for some reason and gaps appear between the room segments, so I’ll need to do some debugging.
Work – 2/9/2017
It’s gonna take an hour and a half to upload this 8 minute video wherein I: set up spawning a room’s contents and then try to alter the level generator to allow for double (wide/tall/size) rooms.
It doesn’t work, but I think I might have a solution for it.
Work – 2/8/2017
Working on how the contents of a room will be spawned in the new system and on an aggressive apple.
Work – 2/2/2017
Redesigning the rooms a little bit and trying to determine how to resolve the issues with the room transitions. I think it’s because the character is sometimes able to contact the door in the next room, which then moves the character back to the previous room, causing problems.
Work – 1/30/2017 + 1/31/2017
I fix the issue where the rooms and room segments aren’t properly spaced by not changing the scale of the rooms themselves, as that wasn’t effecting the size of the bounding box anyways.
Then, a couple new issues with the doors crop up: trying to change rooms causes the torso to separate from the legs and they won’t turn into walls if they’re not next to other doors. Those problems have been fixed, but there’s still the prevalent issue of the character being dragged back into the prior room because of how the culling code works. I think its a positioning/timing issue.
Work – 1/26/2017
Working on getting the rooms to have a size determined by the code, but, while the size of the segments are altered correctly, they don’t get properly positioned.
Work – 1/23/2017
I continue work on my new Level Generator for my game. It was working pretty well, up until I developed an infinite loop, which is never a good thing.
I’ve spent today working through the cause of the loop. It’s because the SpawnRoom function only spawns rooms if “roomsSpawned IS LESS THAN numRoomsInLevel“. But “roomsSpawned EQUALS numRoomsInLevel” by the time I’m trying to spawn additional treasure rooms, meaning no treasure rooms get spawned and we’re stuck in an infinite loop.
Work – 1/19/2017
Redesigning my level generator. I imported the old one, and it’s still functional, but I hate it.
Work – 1/11/2017 + 1/12/2017
New year, same dumb me. Here I set up the controls for keyboard only and the gamepad, though I think the game works best with the mouse.
Work – 12/26/2016 + 12/27/2016
Working on the UI and an angle indicator for where you’ll be firing.