Come from a Q&A talk with Tim Schafer. He show the audience a prototype Kinect game in which the player progresses by manipulating the characters’ emotions. Interesting stuff. Make characters run through a door by making him afraid of a local rat, or make him love the door knob so very much that he just has to turn it. This game will never see the light of day, I’m afraid. The prospective publisher dropped the idea after several months of work. Still, he did giive some insigtht into his creative process. He’s more of a benevolent dictitor at his company (his words), giving his employees autonomy while also having the final word when he inserts himself into a discussion. Also, in terms of humor, he advised to acknowledge the ridiculous situations that the characters find themslves in (e.g. Monkey Island, where Guybrush and the governer fall in love in five lines of text). By acknowleding how absurd the situation is, he is able to write his way out of a problem and to exploit it for comedic benefit.
That wasn’t my entire day, of course. I spent the afternoon up-resing the textures to twice their usual size. This will make it a bit clunkier for me to merge textures into atlases. Also, I optimized the code a bit to reduce the number of objects that are deleted in any frame of the game. This makes things a bit faster overall, but it could be better, as it still chugs on my laptop at full settings.
Also, I optimized the save-game script to prevent the game from hanging until the operation is complete. This makes saving the game virtually seamless (though I am sure that it would be noticeable on slower computers. Finally, I fixed a bug where slower computer speeds would cause lag in chunk creation. This meant that when players fell too far and the frame rate too low, the procedural generator would fall behind and suddenly the player could not see the wall.. The game can now detect this and will correct the error.
That’s it for now!