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PostPosted: Sun Jun 02, 2013 12:52 am 
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Joined: Thu May 04, 2006 6:07 pm
Posts: 360
Hey Bort! These are great ideas and at least some of this should make it in. I like the idea of a start countdown and a few people have mentioned it.

I'm also going to put something in to make levels load much quicker. Right now what it does is basically, the water needs to be put in an initial state, right? But it's actually a simulation of wind over the surface of the water, so in order to get that initial state what I do is have the game simulate the water for 20 or 30 seconds of game play time. So that "load time" (worse for some people, depending of course on CPU) is the game simulating the water... however.

What I can do is just cache it. So when you start a level the first time it creates a little data file. Then after that it just loads it. It can still offset it randomly so you don't get the same wave pattern every time (the water is continuous, e.g., a wave that goes off the bottom of the map will appear at the top.)

The controls are much trickier, and I'm still working out the details. I think it's possible. The trick is this: I want to add a bunch more gameplay modes (e.g., the farm, hopefully you have made it to the farm and this isn't a spoiler.) So when I build the control schemes I am worried (slightly) that I might create a monster for myself with all the different gameplay modes. But again-- a lot of people have requested this.

On the gamepad front I want to put a screen that will let you set/calibrate/etc. your gamepad from within the game itself. Right now gamepad support is kind of awkward.

Now... tell me what you want, what you really really want! :)


Takin' it EASY, riding my BIKE, makin' my GAMES.

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