Saturday, June 15, 2019

Collisions, tiles



The work on the onoing game was mostly tile and collision work.
You may have noticed that in the pose mockups, the ground was stretched. This is because larger enemies may need more space in order to position all entities involved. It also adds a few more options for small enemies as well, with the addition of depth


This also meant that I had to add a drop shadow, since otherwise platforming can look very "detached". Ended up being a little complicated since the collisons are tile based, and I had to make sure something so simple wasn't going to have a huge performence hit.

However the question now is how wide should the ground be, exactly. For now I'm sticking with the width in the top image, however I may change it later. The problem is that it can look a little weird once you get into floating platforms and such, and then you have to worry about the visual depth of tiles being above you.




I also spent a lot of time overhauling collisions in general. It will now be possible to have slopes of different sizes and shapes, which was not possible before. (It's also like 3X as fast, which is also good.)

Because I spent a lot of time working on the collisions (which is the same code used in all my current games), I may spend a couple extra days this week to get out the first  real version. Will more or less just be enemies spawning infinitely until you're defeated, since there aren't any other mechanics yet.

Once that version is done, that will mark the first real update, and then from that point they will follow the 1-2 week update schedule (where every update must be playable and contain H.)

Anyhow, that's all for now.

Saturday, June 1, 2019

Pose system.



Currently figuring out how posing will work.

Like I've said before, the player will have unique animations with every enemy while naked.
However, while clothed the player will use generic poses across all monsters, as seen above.
Female enemies will also use these poses, so that male and female enemies can all H each other.

The hard part is figuring out which poses to use, since some poses offer more possibilities than others. For example, the first pose can be used horizontally or vertically, or flipped, to get different variations. As long as all the parts match, the sprite can be rotated and positioned through code, which means I only have to animate 1-3 poses per enemy.

So basically, I need to decide on some sort of system. For example, let's say the male and female pose in image 1 are "F-A" and "M-A".

F-A can be flipped vertically with M-A. 
Both variations can also be rotated 90 degrees

In total, there would be 4 variations.

However, depending how M-A is drawn, other poses can work in the same way. For example, the animal girl's above pose works in the same situations as F-A, despite being a different pose.

So...is this animal girl's F-A, F-A2, or F-B?
While it works in the same situations, it has possibilities that F-A's doesn't such as the face-sit pose seen with the goblin.

In other words, can F-A be anything so long as it works with the same male poses, OR, do I just have a wider range of poses in the map?

And also if there is variation, I will likely have to choose between male or female to have variation. If the male poses are always A-B-C and specific, then female poses can be anything as long as they each work with the male poses. Yet at the same time, the player will probably be more interested in having more variations for monsters, since they will be seeing the player's animations the most.