SamuKata
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Devlog: Megaleia, collider replanning

Work has been interfering with my productivity this week and giving me massive anxiety, but I still got more level modeling done.

May 21

I fixed most bugs in level 7, including an issue with push blocks moving on the global Z axis instead of the local one. However, the whole game freezes whenever the player walks in or out of a gate and bumps into something or the ground isn't level, and we can't have that. That part of the code needs some major overhaul.

May 23

The main area of level 8 is completely modeled now - and it was a lot of fun, since it contains a lot of structures that will explode as the player walks close to them. I also built a new fire shader that'll be very useful in a lot of levels, but especially here, since this level is a pyromancer town with a river of fire and its streets are on fire and its buildings are exploding and the whole thing is being razed by a huge fire breathing dragon.

May 24

There is an issue I've been ignoring and I'm going to have to deal with it: using the same colliders for the player and the camera makes them ridiculously complex and inefficient. Since CowHammer is based on the old N64 Zelda games, I want to limit how the camera works, so I can lock it in some areas and constrain it in larger spaces.

Fortunately, default colliders are really easy to build, so I can keep it as it is for now. I have to rebuild all level colliders at some point anyway. No big deal, that's simple enough work, a month should be more than enough to revisit them for the whole game.


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