Developers' Diary


My work was canceled this afternoon so that people could go outside and enjoy the first really nice day in Seattle this year, but I only got as far as the lobby. I made an iced soy latte and got to work on improving the main character’s movement in Paraplu. The protagonist (or “Ship”, as it’s still called in the code because of Soft Landing) had a pretty naïve way of moving, such that you can run diagonally √2 times as fast as you can run orthogonally. Also, all of the inertia code from SL was ripped out for the time being.

I set about improving the movement algorithms to yield consistent speeds in all directions, and incorporating an inertia system. I tried several complicated methods which failed in colorful ways, before settling on a cleanly simplified but almost precisely correct method. Now, it takes a moment to get up to speed, change direction, or stop, and it takes twice as long to turn around.

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