Phil Hassey - game dev blog
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Dynamite: Day 14 – Editor improvements and Rewind

So to start off the day, I had my wife Nan beta-test the level I created yesterday as well as create her own level in the editor. I now have a list of 20 items to resolve. Oh boy! One really handy suggestion was enhancing the level editor to show all paths all the time. This makes it much easier to see what is happening. (I’ve also added “undo/redo” to the editor!)

DynamiteScreenSnapz040

So while watching Nan play, I found that she was dying pretty often. The game is pretty challenging. So I’m working on a rewind feature for the game. The core data takes about 60k, and I want to rewind 10 seconds. The game is at 30 FPS. So a rewind at 5 FPS would be 60*10*5 = 3MB of data, not bad. I originally had it going at 15FPS, and that was 9MB of data, which seemed a bit excessive to me. I could do better rewind stuff, but I’d have to write up some basic binary diff code, or something. Which seems, again, excessive considering what I’m trying to accomplish here. Anyway, it has been accomplished. I should post some video sometime. But in the meantime, here’s the lousy pause screen that has a “rewind” option on it to “prove” that I’ve added it.

DynamiteScreenSnapz041

Along with all this, I did a handful of other really minor things today, but those were the two coolest, I think. In the next few days I’m going to start building some levels so I have something to submit to the IGF that’s at least semi-playable. I think I’m going to hold on the iPad conversion of the game until after the IGF submission.

-Phil

3 Responses to “Dynamite: Day 14 – Editor improvements and Rewind”

  1. Snake Says:

    One hell of a code to be pumping all this work out so quickly…. looks great, man.

  2. Snake Says:

    One hell of a coder to be pumping all this work out so quickly…. looks great, man.

  3. Rene Dudfield Says:

    NaN for the win!