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A man on a grid - part 2
14th November, 2008
No need for a screenshot tonight, as there's not really anything worth looking at!
Everything I did today was invisible background coding stuff! So nothing fancy to look at, but still some nice new things.
I started off by squeezing the whole pixel by pixel arena out into a great big map array. I'm hoping (!) that it'll make things that bit more precise once I start adding in some walls (probably tomorrow)
Basically, rather than having the player walk past/into/occasionally through blocks of wall, I'll have approximate pixel based collision.. Obviously, I can't do PERFECT pixel collisions, because I'd rather not get into "Can't turn around.. there's a wall in my way!!" type issues, (gameplay's always bigger than accuracy!) but it should give the player a bit more freedom when he gets near a wall... Every pixel of running area counts, and this should hopefully make a difference.
Still, as much as it's in there, it's as yet untested! Mostly due to the fact that I've not added any walls yet.
As I went to place the regular blocky walls in, I wondered if it would instead be possible to build up a Polygonal area, instead. You'd be able to have lots of nice angled corridors, and cubbyholes and things, and it'd add a lot more interesting variety, so far as the levels are concerned..
But I'm not sure if it's entirely do-able.
Mostly because, the walls have to be nice and thick, to reproduce the previous games style. And, as good as Blitz is, I'm not sure if it's up to speed as far as rendering a bunch of walls in a variety of angles is...
We'll have to wait and see.
Tomorrow I'm going to be sitting and playing about with some walls, and I'll see what I can come up with.
But don't be too disappointed if we revert to standard grid based walls instead!!
Oh, and I started playing with a bit of Alien AI stuff, but I can't really test that out properly without the walls, so.. Didn't get too far with that, either!
Still... Progress is Progress, right?!