By awinkels // February 20th, 2014
We’ve had ground-based enemies, which we call Walkers, in Lovers since way back in the days of the GDC 2013 build. Until recently these enemies have been tethered to spherical (well, circular) planets, so programming their movement was simply a matter of ensuring that their distance from the center of the planet was constant and their velocity was tangential to the vector from the enemy’s position to the planet’s center. However, as we continued to add new scenarios for players to experience we needed Walkers to be able to traverse more exotic terrain. Being the lazy developers that we are, our first attempt to implement a more robust walking algorithm was the simplest and most naive that we could come up with. Luckily for us, it worked out pretty well.
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By jtucker // February 14th, 2014
By mhammill // February 7th, 2014
By jtucker // February 4th, 2014
Following up on Matt’s last devlog, I’m going to wrap up our character creation process by discussing how we are rendering the characters in Lovers in a Dangerous Spacetime. Warning: It’s very Unity-y.
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