LonelyBond #34 - Let's Bond!
Hey everyone! How was your week?
So, in case you've missed it last week, I finally finished working on the story for LonelyBond's chapter 1!
It took a lot of time, but I think it was worth it, so do read that if you have the time.
Anyway, this week I decided to look into something that I should have done a month ago, and see if there are any interesting game related conventions in London soon (as I am currently staying there for a month).
Lo and behold, PC Connect, a really big game developer convention is happening when I am here!
So I took some time this week to research everything I can about this convention.
I scheduled some appointments, worked out my schedule, and started working on a business card (with a whole lot of help from my lovely friend, Efrat).
This took up a generous time out of my week, but I also managed to work on rebuilding the game's physics.
A great question to ask would be "why would you do that, you use an engine, use the engines physics dummy!".
But... Well... Unity's physics are a bit clunky.
When writing a platformer that should feel good, you should probably use what is called a 'kinematic controller', which basically means you write the physics yourself. It gives you more control on how everything in the game will feel, and I really need that control (also, it will help me fix some bugs coming from how unity calculate physics).
Therefore, I am busy working on that. Normally it won't be that much of a challenge, but my game needs a few special treatments in order to work properly (thanks to the Bond Mechanic) so I need a bit more time to sort it out, hopefully by next week I'll have a nice looking gif to show you of everything working.
Thank you for reading,
See you next week!