Day 3 -- Some groundwork has been layed

I've got the basics of my entities built, as well as the layout of my main loop.

I'm planning to use arbitrarily-nested terrain pieces that are defined by bounding boxes. The extent that this will be done will (hopefully) supplant the need for a spatial hash.

Well, actually, I'm going to nest the terrain pieces to such an extend that they will effectively comprise a spatial hash anyway.

I've set up the entities to use groups of terrain pieces transparently.

Essentially, the collision offset calculated by a given terrain group will be figured recursively.

In addition, I've decided against the tiered environment I had planned for Rabbit Hunt. Instead, the terrain will be one long stretch, with multiple levels in only some areas.

It will be generated semi-randomly. There will be a set of pre-made segments of terrain which will be chosen randomly, and inserted as a strip of terrain.

Tomorrow, I will make some sprites, and then terrain, and then... A demo! 8-D

Heck, if I really put myself to it, I could finish most of it tomorrow. But that would be intense.

Er... I've been implicitly talking about LD alot... Sorry about that. ^_^;

It was kind of an eye-opening experience. I found out that I could do it. That was a weird feeling for me. To be able to accomplish that much that quickly.

I feel like I can do this. And rather quickly, no less.

This will be a good one, I think. :-D

---Akake