Wednesday, July 2, 2008

Engine Update

Not really much screen shot worthy in the realm of updates this week. We’ve been overhauling a lot of stuff behind the scenes, tightening our integration with the editor, etc.

The charter marks now make much more rigid spell chains, thanks to the new cross-hatching joint system Sean devised. We also have a grow mark in its infancy, though nothing to test it on level wise. We’ve added a few hooks into the charter system to allow real-time tweaking of physics properties, much like the previous work on the character.

Collision filtering is now fully integrated into the editor, thanks to a full overhaul/refactoring of the Box2D components that makes it really easy to create new physical objects/triggers. The sandbox level doesn’t really take advantage of this much yet, but Andy has a level in the works that does.

Gameplay wise, we just checked in a new checkpoint/respawn system that saves state. This allows us to rollback the level to its previous state when you die and respawn at a checkpoint.

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