Today was a successful day in terms of emergent programming! Previously the team was worried about the lack of use of the bouncy effect of the pumpkins and candy bars, so I whipped up a risky but successful solution; apply a fake impact kickback to the player from bouncy objects. This is to be added along with the movement controls and dampened over time.
I also implemented a more obvious extension of the steam vents - covering them up with pumpkins. This required another raycast, similarly to the spider's tracking, but works fairly well as a workaround for people who are vertically challenged with pumpkins:
We're well on our way to a mildly successful prototype; playtesting reveals emergent elements and new ways to overcome these problems. Hopefully Week 2 brings more from a mix of these properties.
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