↓Skip to main content

Reverting from Relative Time Loops

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..?