Over the past week, I have attempted to learn enough about unity and javascript to throw together a passable gravity script in order to have playability in our upcoming prototypes. That said, there have been many rough patches and speed bumps along the road. While we do have a scene with gravity and rotation, it was coded in a short amount of time at like 3am, and thus has extremely limited potential to be used moving forward due to its design. That noted, Trent suggested a much better way of organizing the scripts. Under Trent's design I re-imagined the gravity code, but as of now have been unable to truly replicate what I made the first time, mostly due to how objects are trying to reference each other and the differences between vector2's and vector3's in unity.
WTF will I be doing in the next 7 days:
This is get it done week for our group in many ways. Trent and I (mostly me I assume, as he will be doing UI things) need to hammer out this gravity problem. With that checked off the list we can move on to UI coding problems and worry about tweaking gravity later.
TL;DR: Wrote bad gravity with terrible design, scrapped it. Wrote even worse gravity with better design, need to make it work properly.
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