This weekend I fixed up some annoying problems with Farseer, which were causing the physics to behave strangely when I tried to change the scale of the blocks. Blocks can now be adjusted in size without any problems. I also implemented a level editor, which will load levels from an image. The goal points, fail points, block size and base geometry are all loaded from the level; the loader also simplifies the base geometry by creating a single object for each contiguous block of pixels in the image.
There is one remaining bug that I haven’t fixed yet: in split-screen mode, the offset for the base geometry image is not set up properly, which leads to the base geometry, making it very hard to play. This bug shouldn’t take too long to fix.
Executable is available here
Schedule for remainder of project:
6th week - Add characters (with placeholder art). Characters should be movable, should become ’stunned’ when hit, and should be able to execute attacks in multiplayer mode.
7th week - Art and sound. Replace block graphics with more ‘building’ - y graphics. Replace character graphics with actual characters. Add sound for dropping blocks, characters being hit, and characters attacking. Time permitting, add particle system on block dropping. Add better title screen art.
8th week - Playtesting and level design: currently there are 4 single player levels and 1 multiplayer level. Should have 6 of each by end of week. Should test all levels in co-op mode, and in 4-player vs mode.
9th week - address any issues found in previous playtesting; playtest more. Time permitting, add customizability (selectable character powers and art).
10th week - more testing, spillover of any remaining work which was not completed on schedule.
One Comment
The motion is very pleasing, but without explicit knowledge of the pivot point, and with the very slow movement, it becomes very hard to control.
A bin of parts that gets new pieces dropped in seems like it would be a good way to solve a lot of the control problems associated with spawning. This would also free up the triggers so that you can have a very tactile grab with the triggers.
If you are deadset on manual piece spawns, then the key to spawn, and the key to cycle spawns can definitely be mapped to the same button. They are the same in the player’s mind, because they both manipulate the pieces that you have not yet grabbed.