Day 2: Programming is ‘ard!
Hi
Well, now it is 1am and the end of “day 2” as I’ve been calling it. The compo ends in 17 hours and we are all a little exhausted. Today was one of those “why did I decide to implement my first collision engine during the dare?” days. I started out using a small red square as the hero of our mushroom filled flight of fancy, and collision detection was done using the four corners of the square. Easy enough to just look up the tile based on the position of the pixel, and then collide. The problem arose when we got the wild idea that our main character should be able to “grow” after eating a certain variety of mushroom. A 32 pixel tall plumber can get hooked on 16 pixel blocks, and somehow this was just too much for my sleep deprived brain. Fortunately a team member’s suggestion shattered the bonds of my preconceptions just in time, and as of tonight we have “working” collision.
Lots of other stuff works, though! Transitions from level to level, sound, destructible terrain, and animation are all a big part of the kind of storytelling we have in mind. With a little luck, and a long early day tomorrow, we should be able to give you all what you really deserve: super plumber brothers!
See you tomorrow!
z.