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
@jacobalbano Looks cool! Lua is definitely a great choice for this sort of thing.
4hours 3mins ago
What we need is a tool to automatically configure CMake.
5hours 33mins ago
12hours 28mins ago
@ForgeQuestRpg Nope, pure deferred over here. Definitely moving to something like forward+ in future.
12hours 40mins ago
Way behind the times here, but just discovered the idea of forward+ rendering. Lots of room for variations I think. T.co
16hours 41mins ago
@AmazingThew DON'T ANSWER THAT QUESTION GET BACK TO WORK. THOSE GAMES AREN'T GONNA JAM THEMSELVES
Feb 28 2015, 12:10am
@AmazingThew ARE YOU ON A TRAIN RIGHT NOW?
Feb 27 2015, 11:51pm
@LightningRock14 Thanks. Probably 90% of GPU time is spent on that sucker lol
Feb 27 2015, 9:11pm
@willychyr hilarious because I literally just did that last week
Feb 27 2015, 9:09pm