Progress! Bouncy rocks and a new menu system
If anyone asks me to code a basic physics engine ever I’m going to stab them. Repeatedly. Making the bouncy rocks was far far too much effort, and as such, I’m far far behind my very rough mental schedule.
I’d elected to stray away from HitBoxes and masks because of all the triangles going on, and because of this, the rocks physics and collisions are all done via maths. Pure, simple maths, and lots of the % operator. And it killed me. Seriously. It was so so buggy and very hard to debug.
The end effect is pretty sweet, but seriously not worth a fortnights worth of coding. Plus it’s put me off this project. Eurgh.
(the rock in the air is flying. Not hovering.)
Yes. This is all I’ve achieved in 2 weeks, most of which has been holiday.
However, in the latter part of today I managed to get a very flexible GUI system in place, which should speed up that side of development.
Oh, and the workers have bags that are 30 rocks large, which is why they’ll stop picking up rocks after a while.
I wanted to have a prototype done by the new year, but it looks like that’s not going to happen.
Right, onto the worker’s commands.