Light from a post now gradually fades. |
The bug that I think I've fixed is the one where the map flickers. I thought this was due to a rounding error but I actually fixed it by simplifying my code. Beforehand, I had two variables in my world. There was a Vector3 called mapPosition and a Vector2 called drawOffset. mapPosition was a Vector3 because I thought I could have multiple layers of map and store them on the Z axis. drawOffset was pretty much a Vector2 copy of mapPosition that was used for drawing objects. As time went on, I found myself rarely using mapPosition and I wondered if I could just pull it out. After backing up all my code (to make it easier to revert incase I didn't like it), I started the process of removal.
After getting all the references out, I played around for a little bit and made sure I didn't introduce any bugs. Much to my satisfaction, I realized that I hadn't seen the map flicker bug at all since removing the Vector3. I've been testing for a couple of hours ever since and haven't noticed it at all.
I also added some basic AI. I'm not sure how I feel about it though. I want the player to feel very alone in this game. You are inside this machine and have been left on this roid to survive/make your way back home (haven't completely figured out the story yet). Either way, I want to find a balance where you can feel that there's a threat through some kind of enemy but also feel very alone in this asteroid belt.
I'm going to keep working on gameplay elements this week. I'm also hoping to finalize a story before the end of the week.
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