Devlog#3:Prototype_2


Before we could enter the first sprint, we first needed to improve our main mechanics: this week we mainly focussed on building and placing blocks.

One way of placing blocks we tested out was one where the player could move the blocks in all directions in addition to rotating them. This allows for more control and precise placement. The main issue that made us scrap this idea was that it isn't very efficient either: placing blocks would be more easy to control, but it would still take a while if the player wanted to nicely stack the blocks with each other. We want the blocks to be placed down quick and clean, and don't want the players to feel like they're building a domino track. We also had some technical problems where the vectors that would control this placement would invert if the player went from looking to the left to looking to the right.


It seemed like a grid system would be our best solution: blocks that snap on a grid when the player presses the placing preview button. Once the block is placed down, it returns to being physics based, so they can still fall over when placed out of balance, and can still be affected by the bomb and black hole blocks. This allows for clean building with enough control to place blocks the way the player wants, but not rerstrictive enough to hinder them. 

First of all, we needed a way to show the player exactly where the block will be placed. We achieved this with a 'ghost' of the block hovering in front of the player. Once they place the block, it will appear exactly where the ghost preview was located. 

We also added rotation: the player can now choose the rotation of the block using the arrow keys. This snaps in 90 degree angles, and can be rotated in all three dimensions. We will also add a smoother rotation control using the right thumbstick later.


To make it more readable what block the player will pick up when they press the pick-up button, that block is now highlighted. The way the block is selected is also updated: instead of being determined by physical contact with the player character, a line trace now scans for blocks in front of the player. This makes it easier to pick up the correct block instead of accidentally picking up one next to the character.


To prevent blocks being placed inside of the ground (or each other), we implemented a line trace that would detect objects in the way of the placement preview. It returns the height at which the block needs to be placed so that it will always be on top of everything in fornt of the player.


We also improved the collision of the blocks to make them stack better, and added some new block shapes.


We changed the lay-out of the arena; the first design turned out to be too big and spread the players out too much. We halved the depth of the arena and slightly reduced the width. We added the ramp in the center, breaking up the previously flat floor. Finally, we lowered the goal platforms a little. This made the minimum height to reach them at about 4 blocks. Depending on future balancing of block placement, power-ups and special blocks, we might increase this height again in the future.

Next week we will begin our first sprint, where we can start to work on our final build as well as all the artwork.

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