Directional Obstruction

Directional Obstruction

Directional Obstruction

I have been busy implementing directional obstruction because not only does it have many uses like allowing upward “climbing” by jumping through platforms upwards without hitting your head into obstruction, and also making “fall-traps” you can’t get up through, but it also is absolutely necessary to make my level design a lot better. I have 15 tiles in height for every screen (480 / 32) and most characters are about 45 pixels tall, which means they already take up about a tenth of the screen height and since a jump is basically around 96 pixels high - a jump takes up about 141 pixels which is more than a fourth of the screen. This means that I can have something like three “levels” of height for platforms that I could fit on the screen, if they are this close to eachother the screen gets cramped with lots of obstruction and I want to be able to have the player feel less restricted and the game feel more roomy. This is where you need Directional Obstruction which in essence takes up very little space and only in one direction. The arrow up directional obstruction doesn’t bother checking your position unless you’re trying to move in its opposite direction (down) through it, if so - it starts checking if your feet are on their way to push through the top of the obstruction.

The particle system is now working quite well I’d say, and my work has gone back to the Battles which need a revamp - and it’s on its way. The looks and gameplay is the same, I just needed to recode everything because animations in that system I had would feel like an awful hack - I want one that’s more centered around the animations where if any hack would be unrelated to that part of the battle gamescreen.

Since I basically have two types of games to balance I need to make sure NPC (monsters, and other entities not played by you) can work in both the platform-game and the battle-screen. This means that an attack in platform world would likely be a charge at you to put you into the battle-screen and hopefully (for the monster) get a surprise on you - this is why the Chomper is your first enemy in the game. They do have a little “run charge” but they fall asleep which opens up for a surprise attack from your side. This game mechanic is usually only used as a determination of who gets the first round, but this will have a much larger importance in this game. If you get surprised you will have a harder time using Flee, if any chance at all - and the reverse if you surprise the monsters instead. The effects of surprisal lasts a portion or the whole battle in ways I will not get into in this post.

I’d say for any gamer, that this game is a turn-based RPG game, because any “action-maniac” would probably get upset with getting caught by monsters and have to do turn-based battles even if you can try avoiding them. However this turn-based RPG will have the “benefit” of allowing you to develop skill in avoiding/surprising your enemies to your own advantage.

Do feel free to register to my blog if you want to comment on anything, it’d be nice to hear any feedback - my work however continues with or without it!

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