I finally managed to fix the annoying 3D perspective bug in my 3D engine. I'm not sure what I'll do next though, I'll probably just switch between this and Switch 2, until I get back into the swing of things.
Back off the straight and narrow
Well I knew it would't be long before I got distracted from making Switch, but don't worry I'm not exactly making an epic mmorpg.
Finally, progress!
I've finally managed to fix the collision system for Switch 2. It works beautifully! Now I can't wait to get started on porting all the power-ups from Switch 1, and adding new ones.
Making progress
Progress on Switch 2 is going quite well. I've made a number of improvements to the tile engine (it now runs alot faster) and I have started with the collision system.
That's right, now you won't just die when you hit a wall, you'll hit into it.
Well atleast if I can get it to work. You see, the collision detection works perfectly, but my engine just can't get it's head around the whole stopping-when-you-hit-into-something concept.
In the mean time I have added a slightly slow camera to help add a sense of speed. It's great fun messing around with the variables that control how fast and slow the camera is!
So overall progress on Switch 2 is going good. But I still need a good name for it.
Back on the straight and narrow
After becoming rather frustrated at the balancing of the levels in Neon Swords, I messed around a bit with the tile engine I created for Switch 2 and created a time travel mechanic. I was going to make a time travel game out of what I made, but I decided I should stop project hopping and finally get back to working on Switch 2.
Perhaps I will add a reverse time functionality to Switch 2? Only time will tell! Nonetheless, there is no doubt I will return to making that time travel game after I finish making Switch 2.
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