Parsing logic
Frustrating day of dev, lots of work, not much to show for it. Just wrangling the logic so that it's adequate to push forward, but in the meantime I figured we'd make a short and sweet little blerb about translating a task on a todo list into a bit of code logic.
So i was burning out and wrote this in the TODO list:
WaveSwim decay falls to next to nothing when bending hard and nothing when you oscillate, and slowly grows from there
So let's take the advice we gave a week or two back, "When in doubt, use a lerp!" so let's create our lerp logic...
oscillationDecay = Lerp(lowValue, oscillationDecay , transitionfromLowToHighFrom0To1);
So we'll fill in a decay of nothing (0) and full decay (1), and then we just need to create the logic that determines that ammount which was this bit of the todo task: "next to nothing when bending hard and nothing when oscillating"
next to noting would be 20% of decay (.2), and nothing would be (0) which translates into this transition value:
var bendingMod = Lerp(1f, .2f, bendingAmt);
var transitionValue = chooseLowest(bendingMod , timeSinceOscillating);
oscillationDecay = Lerp(0f, oscillationDecay , transitionValue );
oscillationDecay = Clamp01(oscillationDecay + TimeDelta.Time);
Not entirely sure why I'm posting this. I don't think there's enough context here for it to have any value to anyone. Just wanted to attempt to do something productive after a long and seemingly fruitless day of dev. Bleh.
Dev has been incredibly draining of late, we're pushing hard to revamp the game and bring all these complex systems up to quality while at the same time totally revamping the movement system, while trying to get bonuses and shops and items and all sorts of crap online.
Just not enough hours in the day, or gas in the tank.
Get SeaCrit
SeaCrit
Deceptively Deep!
Status | In development |
Author | illtemperedtuna |
Genre | Action, Role Playing, Shooter |
Tags | Beat 'em up, Casual, Indie, Roguelike, Roguelite, Side Scroller, Singleplayer |
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