3-2 SYMPHONIC BLVD 2:11.7 (somnabuster developer times)

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I think this is the level I put the single most effort into - tons of variance to the tilemap arrangement, wide areas with some branching paths, tons of varied NPCs with horribly passive-aggressive things to say - a gamer's dream.

Those Record Breaker enemies were a total pain to program, and they're somehow super resource intensive. Collision checks for floors is really CPU-expensive, and because of how C3 handles enemy instancing, you have to run a For loop every frame to manage these boolean-format position checks. Not fun - but, it was definitely worth the effort. My pal Weatherby designed these guys and I never would've lived it down if I couldn't program them exactly like he described in the design doc.