Aeona

Aeona

Saturday, March 3, 2012

Mar. 02

While still getting things done, having some doubts.

I feel like a few things that have been enforced on us in the animation editor are definitely hindering the project.  For a game like this, it's wayyyyyyyyyyyyyyyyyy more trouble than it's worth to try and implement rect-based collision which changes every frame, for player sprites and weapon sprites.  Frankly, this is never the way this type of game is made.

Bryan had to implement this as his user stories for his tool, and thus now has to implement the same stuff as his user stories for this sprint.  He's succeeded and done an EXCELLENT JOB actually getting it working nicely, but gameplay is problematic because of the nature of what's happening in code every frame (even if he coded it exactly perfect).  For example, the character is trying to walk into a wall and his width is 29.  The next frame, his animation frame is different, now his width is 33.  He teleports through the wall or some such.

In these games, the character is always the same size.  I wish we talked about this sooner, but I think these things shouldn't be enforced upon tools -- we shouldn't have to implement features in our game that aren't needed and actually cause more problems.

Sorry for the downer but this is harming us.

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