Day 3 - Plummeting to ground


This is better called a physics roguelike rather than a platformer roguelike, I now realise. Platformers can have trivial physics, but most are more than that, particularly if you can do things mid-air, which is the design we went for.

Squeezing smooth physics-based animation of movements into a turn-based game is messy. And although it's tile-based, I've decided that while you're in the air waiting for a turn you could be between tiles for the purpose of display and physics, though you're at a definite tile for all other purposes. An upcoming headache is what to do if you jump to the same tile as someone else -- can't believe I didn't plan that out thinking it could simply be disallowed. Maybe you pile up on the same tile, or end up standing on them, or you get knocked apart (but what if it cascades!)

I implemented walking off a platform, and accidentally got jumping for free: you can still walk upwards (or diagonally), but immediately fall down again. That counts as achieving my day 3 goals, right?!

Had quite a number fewer free hours available than I expected due to beekeeping, etc, and had some trouble getting consistency between the realtime and turn-based position. And more time wasted with animations as well. But I've laid lots of groundwork, should get jumping working on day 4. Will try to get most of the physics and animation done.



This recording also shows that changing facing direction while midair costs a turn.

Also it wasn't until I actually had this working that I realise it looks really wrong to be frozen midair waiting for a command! There's no indication of motion. I'll add arcs showing the paths that all moving objects are on.

(This writeup is super late!)

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