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Showing posts from May, 2017

Triggers and Winning ~ 117 hours

I set up a system that links a utility tile to another. A "trigger - target" relationship, and many different modes and attributes that define it... all modifiable in the "Maker" portion of the project. There has been a lot of work done behind the scenes on the "Maker," which is why it has been a lot of hours between posts. As you can see if you're paying attention to titles and dates, I put in as many hours over the past ten days as I had before, since starting in March. That's unemployment for ya! Here you can see pressing on that button opens a hole in the floor, allowing you to slip down it and win! Yay!

Let's Get Physical ~ 58 hours

Fresh from off a camping vacation to Oregon, I decided the stack should turn physical (as opposed to animated) when it falls off the map. All the different ways it could possibly fall would be too time-consuming to animate by hand. So! As soon as the player presses the button, the stack already knows if it is going to fall or not. All that was necessary was to stick a rigidBody on the collider, enable it, and add some torque at the right moment. There is still a hitch at the moment it switches from kinematic to physical though, no matter how much I play around with physics materials, torques, masses and gravity. Maybe someday I'll make the stack's regular motion physics-based too, just to get rid of that hitch. Looks okay here though...