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Author Topic: Project K  (Read 646 times)

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Offline AuroraDash

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Project K
« on: 10 October 2021, 14:50:12 »
This is that secret project thing I mentioned. I have a real name in mind but I won't reveal it until I'm sure I'll have something to show for it. No promises yet, it might still all come to nothing.
 
The plan is for a metroidvania type platformer with fancy advanced movement. I was going to write a long document about all the things that inspired me and how I arrived at my super brilliant design decisions, but instead, for now, I'll dedicate this thread to what I've actually accomplished so far.
 
Originally, Sypher was going to be involved with this, but given that he's not in the picture anymore it'll be just me again. Although, I want to get a few trusted people together to look over things to make sure what I'm doing isn't awful.
 
A lot of ideas been carried over from a tech demo I made in 2019 and then cancelled, which I called Legends' Perdition. I got pretty far, though.
 
The basic platforming physics is all there and I'm quite happy with it. I wanted smooth comfy platforming physics that still kind of resembles the style I used for Legend of Grey Moon and the Solar Shadows, but updated with all the modern conveniences for the smoothest and most comfy platforming experience. So, I added coyote frames, input buffers and corner correction, and so far it all works great.
 
I originally wanted to add moving blocks, however, that turned out to be monstrously difficult so I decided it wasn't worth the trouble.
 
I also reduced the base walking speed and jump height so that things don't get ridiculous once the movement gets upgraded. One of the reasons why Legends' Perdition failed was that the character was too agile, which clashed badly with the contained, single-screen rooms of my other platformers. So, I'll have bigger, scrolling rooms this time. Like Misery of Magic, the game window will be 853x480, but unlike it, it will make use of all the extra space to show you more of the room. Misery of Magic has 640x480 rooms and uses the extra space for the sidebar, and for whatever reason in Legends' Perdition I copied the sidebar thing because I'm a dumbass I guess.
 
To accommodate the bigger rooms, I created an upgraded "grid system", which is what I call the code that connects the rooms to each other. LoGM, SS2 and Misery of Magic all have very similar systems where all the rooms are part of a grid and each room's position within that grid is encoded in its internal name. This is very convenient because, when one goes out of bounds, the game can automatically figure out the name of what room should come next so all I need to do to put a room in the right place is to give it the right name. With the Legends' Perdition demo, I upgraded it a bit and and made it so that rooms didn't necessarily need to be all the same size, although they were still limited in how they could be connected together. 

However, I've totally overhauled the grid system for this new project. The game now automatically builds a list of where all the rooms are on the grid and how big they are. When the player leaves a room, it combines the position of the player character within the old room with the position of the old room within the grid to calculate a "global position" of the character, then checks that global position against the list of rooms to see if it's inside any of them. If it finds one, it can then use the global position to figure out exactly where to place the player within the new room.
 
It's nearly as convenient as the old system and lets me connect rooms to each other however the hell I want! :D
« Last Edit: 10 October 2021, 14:52:55 by AuroraDash »
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Re: Project K
« Reply #1 on: 16 October 2021, 13:38:52 »


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Offline AuroraDash

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Re: Project K
« Reply #2 on: 16 October 2021, 14:05:13 »
Cool feature number three: autotiling!


There are two versions of it at the moment, although I'll likely need a couple more by the end.
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Offline AuroraDash

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Re: Project K
« Reply #3 on: 21 October 2021, 08:54:21 »
I've been implementing the mechanics behind spikes and various other death-zones.


There exist both generic spike objects that are always fatal and directional spike objects that are only fatal if touched with a non-positive velocity in the direction the spikes are facing.



I revamped the corner correction mechanic so that you cannot be corrected into spikes. I also made upwards corner correction more lenient -- previously, in contrast to other directions, upwards corner correction required one to be moving slowly upwards or not at all -- the vertical component of velocity needed to be between -1.5 and 0. Now, it just needs to be greater than -1.5, but with the added condition that one cannot be corner corrected upwards too soon after leaving the ground. The reason for this is that otherwise, it becomes possible to walk off a platform and then immediately walk back onto it which is kinda janky and uncomfortable.


I was worried that, even without explicitly being corner corrected, it would still be possible to get snapped onto a platform you shouldn't be if you just happened to be within the right 2-pixel margin above a block. However, taking a closer look at my code, I don't think that's mathematically possible unless one's vertical speed is slow anyway.


That caused a bizarre bug where you'd sometimes get stuck in the ground for no reason, but I fixed that as well.


There will need to be a third version of the autotiler specifically for handling spike tiles, but I haven't made that yet.
« Last Edit: 21 October 2021, 08:54:55 by AuroraDash »
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Offline AuroraDash

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Re: Project K
« Reply #4 on: 10 January 2022, 17:19:47 »

A heap of nasty grid system bugs have been ironed out.

I've put together a little intro area to play around in. Everything feels quite nice. I'm still using placeholder sprites and whatnot, though, so it doesn't look good at the moment. It includes bounce pads, a newly implemented feature, which I think are necessary for the intro level because the player character does not have much vertical mobility at the beginning.


I am considering bringing back the imaginary floor mechanic from SS2 and LoGM -- the thing where you can stand on the bottom of the screen for a moment after entering a room -- but I might not need it this time.


There were weird issues where, when connecting rooms in certain ways, blocks couldn't line up properly. To fix this, I made every room be an integer number of blocks wide. This means that I had to increase the standard 1x1 room size slightly to 864x480. The window remains 853x480 in order to stay in the proper proportion for widescreen. The discrepancy is no problem because the camera code I have happily scrolls the screen the extra 11 pixels automatically, just like it scrolls in larger rooms.
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Re: Project K
« Reply #5 on: 12 January 2022, 16:43:10 »
Added a real display to show information, including an indication of what abilities are currently available along with a timer and a few other simple necessities.


Been more interested in this project than usual lately. I've done stuff on it several nights in a row now.
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Re: Project K
« Reply #6 on: 06 February 2022, 16:54:18 »
Got off my ass and did some more today :3

Fiddled with the physics a bit more. I decided to increase the terminal velocity while you're not holding down the jump button. This lets you fall fast, but only when you want to.


Decided to make a proper sprite for the main character. Kind of, I suck at drawing.
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Offline AuroraDash

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Re: Project K
« Reply #7 on: 08 February 2022, 05:17:03 »
Added parallax-scrolling backgrounds, which look pretty awesome. Fixed up some of the menus too :3


Might give a test build to a few select people once I've polished the intro area a bit more.
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