davidyu / Sonar

Networked multiplayer SHMUP-lite
http://lewenyu.com/sonar
MIT License
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Design camera and map size #25

Closed davidyu closed 10 years ago

davidyu commented 10 years ago

Should map be fixed and should screen scroll? How to prevent player from feeling like he's not moving because there's no scrolling frame of reference? Is this a feature?

davidyu commented 10 years ago

Implement scrolling to see how it feels first.

We need a larger map to actually use this feature. We should probably get a level design tool in before anything else.

davidyu commented 10 years ago

it's hard to tell you're moving unless you have traces. We need to implement a moving grid underneath the player to simulate movement.

davidyu commented 10 years ago

(Related because I'm refactoring trails and missiles and explosions to use h2d drawing API)

This just came to me: instead of implementing complex graphical logic on the CPU, just write a shader to implement fades and trails. Use the RenderSonarSys to draw a simple circle using h2d.Graphics, but then write a shader to apply the fade and other complicated effects (trails, missiles and explosions).

davidyu commented 10 years ago

But I can't use a shader to blend two frames, because if the camera moves, it'll look weird.

I guess it's possible for me to pass in the camera delta from the previous frame into the shader, so it can apply the blend by sampling the previous frame with an offset. This should be a separate task (possibly a polish task)

davidyu commented 10 years ago

We need to get explosions and missiles to work in screen space

davidyu commented 10 years ago

Another nitpick: we need to center the camera on the player.