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Project Proxima Developer Diary 001

🕑 Added 2021-03-28 21:06:28 +0000 UTC

Comments

I very much enjoyed reading through your thoughts. Your openness to sharing your own thoughts this candidly is an inspiration to me. I'm rooting for you.

Blooper

Good read, and this was actually quite a bit more than I expected from an update like this.

SteveReen

Really good read. I had a similar experience messing with Unity which I think I mentioned on an earlier post. I know it's possible to make 2D games good with it if you know what you're doing, but it just seemed like more work to get right than is worth doing for me. On a sidenote, I came across that talk from Jonathan Blow a while ago and loved it, he makes a lot of great points. Regarding framerate independence, I definitely think there is more nuance to it than some people suggest. Personally, I think it depends a lot on the type of game, but I actually like certain aspects of games being framerate dependent. I like a game having discrete states that can be predicted exactly from one step to the next (as opposed to things being a bit more vague depending on the exact amount of time that has passed since the last update); it generally feels "tighter" to me that way if that makes any sense, and is how I would like to design a game myself. That said, being able to run at higher framerates for something like a shooter has obvious advantages as mentioned. Thumper is also a good example, and in a more general sense I think rhythm games are a type of game where framerate independence is crucial, since everything needs to stay in sync regardless of if frames drop or anything. Anyway all of this is to say, I agree with your assessment that it's not as clear cut as some might say, and I'm definitely okay with any game doing one or the other based on its own particular needs. Lastly, I definitely like the attitude to "pursue a vision regardless of how other people feel about it." Not exactly a shocking take or anything but I think works from that mentality tend to be the most interesting. This is part of the reason The Witness is currently my favorite game; I don't even necessarily like everything in the game, but when I look at it as a whole, I see something more unique and personal than most other games. Obviously I'm not suggesting that what you're making is comparable to that in any particular way, but I guess my point is, I'm supporting you to make exactly the thing you want to make. Maybe you'll bring it to completion and I won't even like what it turns out to be in the end, but I'd be happier to know you made the game that satisfied you. Anyway sorry for rambling I guess. I enjoyed reading this and am looking forward to seeing where it goes as always.

Dorkaxe

These types of posts might be worth the patreon pledge alone, wow, lots of interesting stuff here. Keep it up, man.

Cool post, I think you are being too hard on yourself about the timestep thing. There is still no clear winner on what is objectively better between frame rate independence vs dependent. The conversation is a little more nuanced though. One example I can give you where there is no choice but to be frame rate dependent is games that run in the browser. A limitation of websites is when you reach the end of your game loop you need to return control of the program back to the browser. If you immediately start the next loop's calculation then the web page hangs. Another issue is the difference between rendering step and physics step. I think you might have noticed already that your renderer and physics engine are coupled together. This is where the right architecture choice should be to separate the two different threads. This only matters if your animation system is based on a interpolation instead of a sprite sheet. For example using a skeleton system to animate your characters vs using key frames. If using the latter you don't get much out of separating the two but you don't lose anything either. Maybe you could make the argument that it runs better but the separation and run time improvements are trivial. Now the REAL question is whether your physics system is on a fixed step or delta step. The answer is usually fixed step. There are a whole course of floating point errors that are eliminated if you know how much you are integrating by. Unless you really need variable time step or your a simulating the environment (graphics, realistic collision) there is no reason to use variable time step. Curious to see where the development goes.

GMS2 is probably the most reasonable option if you: - Want to make a 2D pixel-art action game. - Don't want to write any of your own tools. It has many varying issues, but don't feel bad for choosing it. You could do a *lot* worse when it comes to choosing what to make your game with. I don't know how many people here are experienced with it, but I've used it for a long time, and if you ever get horribly stuck on something I'd be happy to help.

David Foster

Best of luck with the projects, Matthew! I’ll miss the analysis because you’re one of only two critics whose opinions I have faith in! But you got to do what you want to do. If I can be cheeky and give a little bit of advice, never be so stuck to a plan that you discard those so called ‘happy accidents’.

super excited for you! you’ve actually been somewhat influential in inspiring me to go back to college and change career paths. i start next month!

Incaptivity

Much more interesting update than expected! As for a critics curse, I get a lot more concerned about the extra scrutiny placed on a critics creations. Neat to point out how the critic themself might fall into all kinds of pitfalls

Interesting update. Good luck and see you next month!

Thanks for the update! Rooting for you and your project!

Matthewmatosis

I decided it would be a good idea to have a buffer between my work and the blog posts hence the collision stuff coming next month. If you’re looking for a more straightforward status update, this month has been productive but less than I hoped. On the one hand I have a solid enough base to accommodate Proxima and Betelgeuse but on the other hand the current system imposes some limitations on the way levels can be designed. Those limitations are minor and probably irrelevant to the first two projects but I would prefer to solve them if possible before moving on. Allowing myself the maximum amount of freedom when it comes to level design seems like a worthy goal. Unfortunately, trying to solve some of the relevant edge cases has caused me to go in circles more than once which has been frustrating. Still, I am gradually making progress and have become more familiar with tile-based systems in a general sense so it’s not all wasted time. Hopefully I’ll be comfortable showing it off next time. If not I’ll come up with something else to talk about.


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