Sunday, March 2, 2014

First Movement

Basic character movement is now in, as is attacking and a simple health system.
Further testing has shown that the collision system we made does not lend itself well to projectiles, and they pass through things half the time. We will have to make a separate system, or modify the current one heavily.

Testing has shown that we can use our collision system with the built in physics engine set to the lowest setting, one tick per ten seconds. This saves a lot of cpu-time, but means we need to re-implement  triggers. The built in system may be more efficient in this, so it could be desirable to use the built in system for that. Further testing is on the way.

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