In this episode, we add the last two candidates for the circling mechanic – one a semi-automatic version, where the player can control the radius of their circle attack with the input (locking the pivot to where they started the circle), and the other an automatic version which either generates a small circle for a quick tap of the input, or a large circle for a hold of the input.
As mentioned last week, and in the post on Gall’s Law, we’re still undecided on which of the various circling mechanics is going to work best with the game we’re going for, so we’ll continue to play with the different schemes and try to see which ones have the most potential.
This episode is much shorter than usual because we felt that one of the debugging tasks that took up a lot of time was better left out (long story short, we made a variable named pl_delta_time, but in one place, we accidentally used the built-in GameMaker variable delta_time). With such an undramatic end to a long debugging session, we’ll keep that excitement as a special treat for the live viewers who stuck with us on Twitch.
Tasks Worked on This Episode:
- Testing the Pivot Lock Version of Circling
- Testing an Instant Circling Mechanic