jacob-grahn / plant-right-4

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Game Structure #14

Open bls1999 opened 5 years ago

bls1999 commented 5 years ago

As was mentioned in #13, I think we're kind of lost as to what type of game this should be.

My thoughts are, for backwards compatibility, the game should start off as similar to PR2 as possible. As time goes on, when we move past backwards compatibility and into LE, I think there should be a few options for different physics systems; PR2, PR3, and PRF.

@jacob-grahn I can port the physics code from PR2 if you want. It's all in one ActionScript file.

GambitAnimating commented 5 years ago

@porting the code I’m against that unless you port ot without making it tile based cause if that were done then that limits future posibilities like slopes after pr2 remade but thats just my thoughts. You could possibly do tilebased and then prf version of not but that would probably get nasty having that all in one project. Hope to know what Jiggmin thinks!

bls1999 commented 5 years ago

I figure the dilemma will also be: just how backwards compatible do we want PRF to be? Levels like don't moves, glitches, etc. have the potential to be completely broken if there's even a slight change to the physics.

GambitAnimating commented 5 years ago

In theory we could have all levels and glitches work still but we’d have to manually check for how glitches happen and trigger physics off for a min or something similar so they can go through a wall. This would allow for slopes etc non tilebased collision but would be A LOT of work lol

On Mon, Jun 17, 2019 at 11:28 Ben notifications@github.com wrote:

I figure the dilemma will also be: just how backwards compatible do we want PRF to be? Levels like don't moves, glitches, etc. have the potential to be completely broken if there's even a slight change.

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bls1999 commented 5 years ago

For PR2 levels, I think the tile system should remain. It would make things a lot easier vis a vis backwards compatibility, and I think that's pretty much what @jacob-grahn has been doing so far.

GambitAnimating commented 5 years ago

True, however the way it was going was not tilebased, collision was via phaser bodies not just checking for tiles it is and was aabb so far but maybe he wanted to change to tile base idk we’ll have to see :)

On Mon, Jun 17, 2019 at 12:47 Ben notifications@github.com wrote:

For PR2 levels, I think the tile system should remain. It would make things a lot easier vis a vis backwards compatibility, and I think that's pretty much what Jiggmin has been doing so far.

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jacob-grahn commented 5 years ago

The plan is to start with pr2 features that are easy, and then skip on to new stuff. Right now I'm working on a way to convert all of pr2's levels into a Tiled format, which phaser has built-in support for. That also has the added benefit of enabling people to use the Tiled editor to create pr4 levels.

I think it'll be a lot simpler to have just one physics system. Phaser's arcade physics system works pretty well, and it's way easier to work with than the custom physics pr2 had going on. You're right that glitch and don't move levels won't work on the new system, but I'm sure that we'll accidentally create some new glitches along the way.

GambitAnimating commented 5 years ago

Sounds good to me! I assume we wont be able to play pr3 levels though? Maybe we could add things like ledge jump etc though! Really hope we can keep head phase glitch that was in all PR’s

jacob-grahn commented 5 years ago

What's the head phase glitch?

GambitAnimating commented 5 years ago

https://streamable.com/1ss6e basically the idea is p much once moving down the collider gets smaller where the head wong collide and his head can phase through allow him to do that. Atm prf might even be able to do it since if velocity is going down then his collider shrinks for crouch but I hope we can keep it in! :) it’s like the most well known glitch

On Thu, Jun 20, 2019 at 14:10 Jacob Grahn notifications@github.com wrote:

What's the head phase glitch?

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jacob-grahn commented 5 years ago

Ah yeah I do want to keep that :)

RMXdotEXE commented 5 years ago

What about pr3 physics/style? what aspects of pr3 are you planning to hopefully have in prf?

bls1999 commented 5 years ago

@RMXdotEXE It might be cool to have some of the art/LE elements of PR3, but the physics are one of the biggest complaints people have about the game. They're just too slow, which is reminiscent of PR1.

GambitAnimating commented 5 years ago

Agree physics are too slow but hope to add things like ledge jump etc

On Fri, Jun 21, 2019 at 16:19 Ben notifications@github.com wrote:

It might be cool to have some of the art/LE elements of PR3, but the physics are one of the biggest complaints people have about the game. They're just too slow, which is reminiscent of PR1.

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