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Dev Log: Platforming Prototyping

Dev Log: Platforming Prototyping
My travels for the year still have not ended! As it turns out I'm currently in the process of moving, so everything is at least a little bit chaotic. I'm staying with friends just going to coffee shops with my laptop to work on stuff, and in that way it still feels like I'm on the road even though I'm just a few miles away from where I used to live.

I'm using this time to focus on my platforming prototype for now and totally neglecting almost every other project I have spun up. I suppose at some point I'll do a review blog post to go over the status of all my projects.

Most of what I've been working on is the core "physics" of the platforming stuff. I'm referencing Matt Thorson's technique for most of what I've been working on. One of the things I'm playing with transferring momentum from the platforms to the player when the player stops being a passenger for the platform.

I'm slightly referencing the memory of the Mega Man X games for this which have a little bit of this when you jump out of a moving mech. You keep the platform's speed with you until you collide with something.

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On top of that I'm working on slopes, which can be a huge pain in the butt most of the time. It's easy to get them going, but then a lot of the simple assumptions that are made with the physics engine get a little more complex. It's no longer the case that a player is against a wall to the right if they have a slope next to them, and all that kind of stuff.

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Whenever I work on a platformer system I always think of the past however-many platformer systems I've made and how they're all pretty much the same. I've more or less been making the same platforming engine since Bonesaw: The Game and I've just been slowly refining it over the years. I still run into a lot of the same issues whenever I go through it which is like some sort of weird Groundhog Day type nightmare, but platformers are the most fun thing to work on (I think) so it's totally worth it.
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