3 hours in


It's been 3 hours since the jam started.

So, I wrote some random stuff.

Now, what ? It does opens a window.

Nice window. Can move the square. Good stuff.

The square is supposed to be the magnet. Okay. Right. Now. Back to my GDD.
I want to make a crane, something with physics, with a magnet that has inertia when you move the moving stuff, y'know, the thing on crane that moves from the start to the end of the long thing.

That.

Two things. It's got limited space to move, on X and on Y: you can only move from the cabin to the end of the crane on X, and on Y from the top of the crane to the ground. And second: with a physical line, there's inertia on X.

I think I found my strategy. I'm gonna ignore the physics part again, and let the magnet move linearly. Is that a word, linearly? Guess it could be! Anyway, the reason is I need my core mechanic ready first and foremost. Of course I got plenty of time left, it's just the first day and I only got 3 hours burnt. But, and I do mean but, I do want to sleep, eat, do chores, think of something else or else I may run dry my inspiration or my rational thinking, both are important for coding, art and more. Basically, no pressure but don't get too hasty!

So, the only part I need to concentrate on is limit the space in which the magnet can move. Oh, I guess I forgot to say, since I'm working on the GDD on the fly and all, adding stuff while working on the game: the crane have two sides to work on, left or right. Press a key and the crane will switch between these two spaces. May use heat more than moving the magnet or not, not sure yet. So that limited space I was talking about earlier? It gotta switch between these two sides. Okay, no biggie for now.

I could just limit the max and min coordinates of the magnet manually since it's moving linearly. I could. And that would be the most optimized way right now. But it could also take a lot of coding time for something that could easily be achieved with 4 Box2D in the Love2D physic engine, and on the plus side, if I take the inertia in account, it may come in useful. But I'm not simply using the Love2D physic engine as is, I'm using breezefield (https://github.com/HDictus/breezefield here). The way I see it, I could just put two worlds with the limits I wanted to use for the Box2D on them instead of, well, 4 rectangle coliders, and switch between the two. But what about the boxes that the crane will move? Nah, it may hurt more than it helps. Then, 4 rectangle it is. With 4 rectangle on each side, it will be 8 rectangles coliders in total.

Guess it's coding time!

it me rn

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