Onlyreon
matthewmatosis from patreon
matthewmatosis patreon

Project Proxima Developer Diary 002

🕑 Added 2021-04-30 17:17:20 +0000 UTC

Comments

gibbdude

I liked the programming talk; all made sense to me

I think your final conclusions are on point, you just need to remind yourself about them more often. There might be a reason why the code on most "beautiful" software has the same criticism of "yeah, but the code behind it is a mess". One might be fast to blame this on crunch and mismanagement, but I bet there is mostly a component of "this encapsulated elements do their work just fine" plus a natural tension between the rational mind of the machine and the irrational experience of the human using them. Most of the self-called "good code" is indeed elegant on itself, but the software/game they produce is typically obtuse or underwhelming. No Man's Sky, at least on initial release, seems like such a case; and probably would be the case for most "generative" games.

Josh

Could not make sense of this but the hat joke was funny

rp0

You might want to go to the Dustforce or N++ communities to learn how those games deal with edgecases - my understanding with Dustforce, at least, is that some edge cases simply aren't handled, and that as long as the individual level geometry holds, it'll be fine also, I'm very amused to hear about these bitwise tricks, I use them all the time at work!

Super happy to see you're making steady progress, keep it up Matthew ❤️

Thanks for the update Matthew, it was a good read. I hope you're still enjoying yourself more often than not!

David

:)

Matthewmatosis

A more straightforward update. It was a bad start to the month but ever since I switched to prototyping things have been progressing very rapidly. Surprisingly, I think Proxima shows potential. I’m less convinced it will live up to the lofty ideal I had in my mind (I think I can already hear “Matthewmatosis” raising some quibbles with it) but I also think it could still be a worthwhile game regardless. I’ve built up some nice momentum/friction/jumping values that feel good to me but I want to give this aspect much more attention since it’s the core of the gameplay. Beyond that I’ll continue cleaning up the prototype and mocking up some level ideas. Now seems like a good time to swap into a designer mentality rather than a programmer one, play around with the concept a bit and see what comes out. Apologies if there was too much programming stuff in this one. I’m not sure what I’ll talk about next time but I’ll try to drop the programming entirely and talk about design instead. Details about Proxima will still be slim for the foreseeable future but I’ll find something to say.


More Creators