This week has been a weird one so far. The passing of Giant Bomb’s Ryan Davis hit me pretty hard. I’ve listened to his voice everyday for five years in podcasts and videos. I really admired the guy, his opinions, his wit, and the depth of his pop culture knowledge. The man had a deep fear of heights, so I was looking forward to his reaction to my game. My thoughts go out to his wife, his family, and his many friends.

I needed to get my mind off of things the last three days, so I opted to dip back into coding, which requires more concentration, rather than advance the art. I created two new things that gives me some flexibility with level creation. Namely, Dynamic Super Props and Prop Containers.

Props in Against the Wall come in six flavors:
Static: Immobile permanent objects, they are not saved in the player’s game file. e.g. houses, the windmill.
Dynamic: Mobile props that don’t respond to physical forces (kinematic). They can transition between chunks and be saved in the new chunk. e.g. Elevators.
Entity: Limited-mobility props that the player can interact with and change the state of. e.g. levers, buttons.
Dynamic Entity: Mobile props that are physics-enabled (rigidbody). E.g. the scarecrow, anything that can be picked up.
Super: Immobile props that are very large. These props are not saved with chunks, but rather are saved and loaded from files representing large areas called super chunks. If something needs to be seen from very far away, the prop is marked as super. e.g. cities.
Dynamic Super: This is the new category of prop. These props are for anything that can be seen from far away and may have multiple state changes or movement. e.g. trains, rising bridges, large platforms.

The other innovation is a special sub-class of prop called a Prop Container. These props are capable of generating and managing other props. If I want to have a train, the container can spawn the cars, the seats, controls, etc. All containers themselves are either dynamic props or dynamic super props, since they are meant to move around. All that’s left is the bug testing for these features, then I’ll return to the art.

I’ve been co-working with friends frequently, going to this cafe or that, being as productive as possible. I should mention that I participated in Molyjam last weekend, and made a small puzzle game with my friend Atlas.

One more thing, I made a few models for what may be a “facility” or “factory” tileset. Not in love with the design, so there will be a few more iterations on the sketches. That’s it for now.

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