2018-04-14 19:43:11 +00:00
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---
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2018-04-14 19:45:26 +00:00
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title: "Devlog: Progress with \"Tracer\""
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2018-04-14 19:43:11 +00:00
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author: nek0
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2018-04-14 19:46:22 +00:00
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tags: english, programming, devlog
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2018-04-14 19:43:11 +00:00
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description: The progress of nearly a month
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---
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Hi. This is the second post in my ongoing devlog for my game "Tracer". About a
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month ago I posted my initial breakthrough, where I could build a floor of the
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building the player will be infiltrating. A lot changed since then.
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The floors still exist, but are not as colourful as they used to be. The floor
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is now uniformly white, because I have no proper texture for the floor, but I
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added some furniture. For now it's just tables and some cardboard boxes, but
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there will be more. There is also sanity checking when placing furniture.
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Everything that needs to be accessed is reachable.
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I reworked the collision system, which used to be tile based. This was good for
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the beginning and easy to implement, but I soon realized, that I needed
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something more complex. So instead of checking if a tile can be walked upon,
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there are now boundaries within a tile, based upon the object existing on that
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tile, where the player can't walk. This took me a whole lot of time getting it
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to work properly. I had several instances, where the player could glitch through
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walls under certain circumstances.
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My biggest breakthrough though I finished just today. I have laid the foundation
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for NPCs. For now they don't have any real appearance, they are just displayed
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as red dots (the player is also just a cyan coloured dot). For now they just
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walk around randomly between tables, where they stay some random time. Again I
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fell, that the Entity Component System is a very powerful tool here. I suspect
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that my former game projects failed partly because of the lack of this tool.
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This is how it looks now:
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![](/images/2018-04-14_preview.png)
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Unfortunately you don't get to see the dots moving on a still image, but you can
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get an impression.
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seeya!
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