Day 4: game features

Day 3 was pretty much a write-off. Like Richard, I was stranded in the city after a category 3 cyclone walked through Melbourne, shutting down the public transport system and cutting power to my house for 30 hours.

Thankfully I was able to leech power and wireless at my Mum's house, and got back into writing new code for the game, rather than addressing old collision and loading bugs. The main gameplay trick is now mostly finished as of 3 AM last night.

The on-demand map loading is sensitive to camera motion, so I replaced the previous follow-with-lag strategy with a spring+dampening model, which looks a little like handheld footage and plays nicer with the loader.