Fir
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The first Slipslide game, which we made using the Blender game engine, attempted to put this idea into the third dimension. However, the translation was a bit too lossy, and the game ultimately ended up being amusing for a while but incredibly buggy. Unfortunately, setting up collision bounds for objects in 3D just didn't work properly, and many levels had glitches where you could go through the obstacles or hitting an obstacle launched you into the air for some reason. This wasn't helped by the fact that the Bullet physics engine (the one used by the Blender game engine) was far too realistic and completely unsuited to a game with such simple physics. Blender's game engine, while being great for simple projects or visualisations, isn't powerful enough to handle the vast amounts of logic hack-arounds I was loading it with to make it move in the way I intended. To keep it running at a playable speed, the visuals had to be cut back severely and there were levels with plain white floors or absolutely texture-free skies.
Therefore, I'm going to be writing its sequel in PyGame. No ready-made game engine, no built-in physics, no GUI level designer and no point-and-click logic; I'm going to do this one entirely from scratch. This means I have complete control of what happens - I'll no longer need to put in tons of logic in an attempt to simplify the physics as there'll be none there. So the final game will be much faster and truer to the original concept. Which brings me back to the latest development test.
I've written a class of sprite which follows the
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Now that I have a basic understanding of sprites, I'm going to look into animations and collision detection. More updates to come...
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