Loads of bug fixes, level design tweaks, and new features.
It's the end of February and this game is supposed to be content-complete. In a sense, it actually is. All the levels are done. Twenty in all. I thought this month would never end!
Just so you know, there are sixty of those lights and I had to hook up each one individually. It fell just barely beneath the "worth it to automate" threshold.
Don't look too closely at this next one, it's a bit spoilery.
I actually made some very interesting improvements to the parkour code in the past few weeks, but I'll save it for the upcoming character controller article.
For now, that's all I got! Thanks for reading.
Latest tweets from @et1337
@westmaaan every time I write a CMS, I get one step closer to the holy grail of CMS perfection that I know just *has* to exist! :p
16hours 27mins ago
Kill all the auto-favorite bots. I'll admit I tried one for like a week before realizing you shouldn't trust your public image to a bot.
16hours 29mins ago
16hours 39mins ago
16hours 43mins ago
@NicholasGolden yeah, it's worth a shot at least. BRB, I have to get back to obsessively refreshing Valve's blog.
Mar 28 2015, 2:41am
Free Valve VR dev kits. T.co
Mar 28 2015, 1:26am
Littera - online bitmap font generator T.co
Mar 27 2015, 11:55am
@david_laskey the point where you need two rolls
Mar 26 2015, 5:15pm
@willychyr yeah it's similar to your previous edge detection issues. we need a way to tell the GPU to rasterize triangles "overzealously"
Mar 26 2015, 4:59pm
@willychyr I have this problem with voxels. No known solution...
Mar 26 2015, 4:52pm