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Reverting from Relative Time Loops

·222 words·2 mins

Oof. While testing the buffing feature I had problems with the clone loops wandering and clones colliding with and destroying each other. Setting up buffs for a clone takes some effort and having it blow up in your face really sucks.

I’m leaning back toward getting rid of the relative movement and going back to following a 2D path. It also just looks better. The trails of the current clones don’t line up with the loop very well and there’s often a nasty effect at the corner created by the end/start of the loop.

There’s also the issue that I’ve got about a week here and the ground is gonna shift under me. I’d like to get this to some sort of milestone and wrap it up.

I’ve got a huge list of features and fixes and ideas but it’s time to draw the finish line and work towards that.

Okay. I’m doing it. We’re going back to the Path2D instead of recording and replaying all the controller events. Bit painful but I had to try it. Now I know.

So what’s in the milestone?

  • Destroyer mob with turrets
  • Make the HUD look gud.
  • Polish the level transitions and game menus
  • More resilient clones
  • 5 levels total.

And what’s not?

  • Tractor beams, mines, black holes, homing missiles.
  • The upgrades shop.

Buffs..?