On a peaceful monday afternoon, Sam and Maguell are happily discussing how to do a certain bit of coding when Peter Paul and me hijack the discussion.
Sam: I think we should use per pixel collision checking, or at least consider it for the playerobject.
Maguell: Maybe but we should consider how processer intensive that is, we wouldn't want fps drops.
Hasse: I agree with Maguell, it should be playable for the player.
Peter Paul: Actually, Sam has a point, we’re all about physics so it should look
realistic. Plus, its not going to be that processor intensive if we do it right.
Hasse: I disagree, we are going to have a lot of objects in our game and...
Five hours of PP and me bickering later
Corné: Damn!
Everyone else looks up in surprise...
Corné: I killed my code again. :(
..and goes back to bickering about the collision checking
Hasse: No, you’re wrong!
Peter Paul: I just think...
Luckily Sam and Maguell come to the rescue
Sam: Actually, if we just do a combination of per pixel and hitbox collision checking it might not be that much of a problem, I think.
Maguell: How about we just try it.
Hasse: Fine, just dont forget to document it. Oh and you guys still haven’t filled in the form I sent you like five whole minutes ago!
Suddenly I realise that Mandy hasnt said anything the whole time yet
Hasse: Mandy, do you agree to just try both collision systems?
Mandy: Hmmhmm.
And Mandy dissapears into her own universe again of sprites, soundtracks and creativity explosions
Peter Paul: I think we should add ponies to our game.
Hasse: No, too random, things have to make sense.
Peter Paul: Llama’s?
And to finish this blogpost of a spoiler of what we have done so far, to give you guys a laugh about how clunky, boring and buggy it still is:
Maligna for Rolling Barrel Studios
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