Pirate Software Game Jam Retrospective #538
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dev/game-jam branch locked and tag created, so we can rebuild in the future, if needed. Summary of my commits to dev/game-jam:
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Bugs encountered: Physics is full of them: Static entities get manipulated sometimes. They're also getting included in collision checks that should be elided earlier on. useGravity and isKinematic aren't always respected? Certain bias/softness values on joints occasionaly failed asserts in DirectXMath. There are bugs related to transform hierarchies in probably both the editor and serialization. With a child parented to an Entity with a non-identity transform, modifying world space values in the editor is unpredictable (might be good to expose local values too). Loading the same scenario from a prefab seems to perform incorrect multiplication. Maybe we're saving the child's world space values and then double transforming on load? Idk, should check existing tests for coverage of cases like this. |
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Things that went well: With recent editor and serialization changes, the sheer amount of code needed is vastly reduced. Its still fairly verbose to create things like particle emitters, but I found myself having to do that on rare occasions, and mostly to make up for things that didn't make the editor in time. Overall, I think the entire game ending up being fewer lines of code than the sample, which is awesome (didn't actually verify this). Outside of physics and a few editor issues, and known limitations, I hit very few engine issues. I actually can't think of any at the moment. Everything pretty much just worked. I found it very quick and easy to add the systems and logic necessary, despite having no editor support for these. Cutscene/camera manipulation could be scripted with pretty limited effort. I ended up implementing tree logic a few different ways, all of which were straightforward and non-painful. Collision/Frame/Fixed logic were all super slick. Setting up operations to run on deserialized entities post-scene load went smoothly, although this would probably be more error-prone in larger projects. Even hacking a fade in/out by point light manipulated was pretty easy. I expected these things to be the harder parts but was pleasantly surprised. |
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Annoying things:
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Putting this up as a bucket for thoughts, ideas, bugs, etc. from the game jam. I figured we'd go through in a bit and create issues as needed.
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