Project Under is an aRPG/Platformer currently in development by two guys who share the same passion for video games. It is still on the early stages of development but with steady progress.

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Collision Detection Revamped and Testing

PROJECTUNDER Blog 2 comments

This past week I've been working on redoing how I handle the collisions in the game, previously it was a posteori collision system, basically the collision had to occurr and then react accordingly.The problem is that the collision already happened and part of the collision box was already inside the tile. Another problem with this is the fact that if the body of the object moved too fast it could go through another body without having a collision, this is also known as the "Tunnel Effect".

To solve this I had to redo some code and make it a priori collision system. Since I use tiles on this game basically I traced a line downwards and check the first tile that is collision able, then I get the tile information (position on the Y axis) and that would be my lowest position for my character. After that before I moved my character I stored the information on a variable then checked if that movement would go lower than my lowest position available, if it did then my new position would be my lowest point, if not then I moved my character with the given value.

We also added the sky background, full color on the character and the idle animation. I'm still working on the physics, I think I nailed it on my neutral jump and neutral jump with movement, but still have a long way for my moving jump. Here's a short video showing the implementation so far, please note that we don't have a jumping animation that's why it looks so funny when it jumps.

If you have any questions feel free to ask!

- Noe

Artwork

PROJECTUNDER Blog 2 comments

Greetings everyone!
I'm Akira the designer and artist of project under, today I'll be posting some info about the concept behind the game and my current progress on it.

Well, we start with the main idea of creating a videogame that contains the essence of games that we play on our childhood (I'm not gonna to tell you which ones, but maybe you'll find out
later on when we show some gameplay footage).

With this we try to recreate that feeling of oldschool games which is based on challenge and reward experience I think most of today's games need and we're adapting them to a new game.

Talking about the art in general, it will have Japanese esthetic visuals, because we're huge fans of Japanese pop culture and of course their videogames.

Now concerning about my progress on the project so far, the main story is almost complete, I just need to finish writing it and adapt it to the game design.

I'm actually working on level and character design, cutscene artwork, promotional art and tile animation.

Stay tuned for more updates on the next weeks!.

-Akira

Here I let you some samples of unfinished cutscene and promotional art that later may be included on a digital artbook.

Artwork sample

Introduction

PROJECTUNDER Blog

This is the start of our dev blog. We are currently developing Project Under, which is in essence a Metroidvania with more RPG elements to it.
So far we have in terms of programming:

  • AABB collision
  • Per pixel collision
  • Animations engine
  • Parallax scrolling

I've been working on the physics engine, I'm having a difficult time to know how far the player should jump, how fast, etc etc. I think I'm going to play with values until something looks good.
As you can see in our gallery the first image of the game, we are testing collision with the ground, the green tiles are there for testing the collision when the character jumps (WIP).

Project.Under.1

Alright then, that's about it so far. I'll keep working on that physics engine and post a video soon.
- Noe