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Dev Log: Shoots and Ladders

Dev Log: Shoots and Ladders
I'm continuing on my journey of focusing on my little platformer prototype and ignoring all of my other projects for the time being. I'm still having fun with it, and it's what I've been working on when I set up in coffee shops around the Phoenix area. I'm still in the middle of moving so I've just been working on my laptop. I no longer have access to four monitors for the time being, but maybe that's a good thing?

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I've been poking around with adding ladders to the potential game idea. I like the idea of ladders that can bring the player (or any platformer object) through solids. I don't think I see ladders in many platformers and I'm starting to see why as I try to code these things. I thought it would be pretty straight forward but it's a little bit more tricky than I thought.

Having ladders that can pass an object through solids can create a way to totally separate different spaces of a level which I like, the only problem is the weird edge cases that appear because of those rules. I have ladders mostly working now, but if a moving solid interacts with the player currently on a ladder then some pretty messed up stuff happens. I still have to figure out what's going to happen in that case.

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Another thing to consider is moving ladders! Which might make things a little crazy. Right now all of my platforming objects operate independently, but I might move to an approach that involves a manager object that controls the order of execution of certain events. For example having all moving solids, moving ladders, etc, do their thing first might make things way easier. Also having objects check for neighboring objects all at the same time before and after movement would be more ideal than each object just moving and checking in its execution order.

That's it for now. Back to work! I have to catch up on some things I've been neglecting for this project, whoops.
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