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0:29Overview of the development process
0:29Overview of the development process
0:29Overview of the development process
4:03Recap of collision rule hash table
4:03Recap of collision rule hash table
4:03Recap of collision rule hash table
5:53Problem with removing collision rules from hash table
5:53Problem with removing collision rules from hash table
5:53Problem with removing collision rules from hash table
8:04Simple solution, with trade-off, for quickly finding collision rules for entity in hash table - but not doing quite yet
8:04Simple solution, with trade-off, for quickly finding collision rules for entity in hash table - but not doing quite yet
8:04Simple solution, with trade-off, for quickly finding collision rules for entity in hash table - but not doing quite yet
20:37Bug in AddRadiusTo
20:37Bug in AddRadiusTo
20:37Bug in AddRadiusTo
23:06Brainstorming stuff to do
23:06Brainstorming stuff to do
23:06Brainstorming stuff to do
29:14TODO: Animation/Rendering
29:14TODO: Animation/Rendering
29:14TODO: Animation/Rendering
30:33TODO: GAME
30:33TODO: GAME
30:33TODO: GAME
31:24TODO: Rudimentary world gen
31:24TODO: Rudimentary world gen
31:24TODO: Rudimentary world gen
33:25TODO: AI
33:25TODO: AI
33:25TODO: AI
34:32TODO: Collision detection?
34:32TODO: Collision detection?
34:32TODO: Collision detection?
35:14TODO: Implement multiple sim regions per frame
35:14TODO: Implement multiple sim regions per frame
35:14TODO: Implement multiple sim regions per frame
36:25TODO: Metagame / save game?
36:25TODO: Metagame / save game?
36:25TODO: Metagame / save game?
41:11TODO: AI - Rudimentary monstar behavior example
41:11TODO: AI - Rudimentary monstar behavior example
41:11TODO: AI - Rudimentary monstar behavior example
41:22TODO: Z!
41:22TODO: Z!
41:22TODO: Z!
43:06Reviewing the TODO lists - What's hard and what's easy?
43:06Reviewing the TODO lists - What's hard and what's easy?
43:06Reviewing the TODO lists - What's hard and what's easy?
44:22TODO: Audio
44:22TODO: Audio
44:22TODO: Audio
46:18TODO: Metagame - save slots
46:18TODO: Metagame - save slots
46:18TODO: Metagame - save slots
48:48In-game UI hopefully not needed
48:48In-game UI hopefully not needed
48:48In-game UI hopefully not needed
49:16TODO: Debug code
49:16TODO: Debug code
49:16TODO: Debug code
50:33TODO: Rudimentary world gen - Map display
50:33TODO: Rudimentary world gen - Map display
50:33TODO: Rudimentary world gen - Map display
51:34Will you be carrying multiple items?
51:34Will you be carrying multiple items?
51:34Will you be carrying multiple items?
52:08Sorting the TODO lists
52:08Sorting the TODO lists
52:08Sorting the TODO lists
56:42Q&A
🗩
56:42Q&A
🗩
56:42Q&A
🗩
57:22Isn't doing this list thinking too far ahead or thinking too far according to your compression-oriented programming?
57:22Isn't doing this list thinking too far ahead or thinking too far according to your compression-oriented programming?
57:22Isn't doing this list thinking too far ahead or thinking too far according to your compression-oriented programming?
59:15In the GetHashFromStorageIndex function, you do some bit-twiddling to map hash value into hash index. Is there a reason that you didn't just compute hash index as hash index = hash value MOD array count?
59:15In the GetHashFromStorageIndex function, you do some bit-twiddling to map hash value into hash index. Is there a reason that you didn't just compute hash index as hash index = hash value MOD array count?
59:15In the GetHashFromStorageIndex function, you do some bit-twiddling to map hash value into hash index. Is there a reason that you didn't just compute hash index as hash index = hash value MOD array count?
1:03:19Right now the familiar lags behind since it moves slower than the player. There may be many legitimate situations where the player and familiar may be separated. Have you considered implementing a proportional integral derivative controller for its speed?
1:03:19Right now the familiar lags behind since it moves slower than the player. There may be many legitimate situations where the player and familiar may be separated. Have you considered implementing a proportional integral derivative controller for its speed?
1:03:19Right now the familiar lags behind since it moves slower than the player. There may be many legitimate situations where the player and familiar may be separated. Have you considered implementing a proportional integral derivative controller for its speed?
1:04:44Could you briefly go over the solution for the collision table again?
1:04:44Could you briefly go over the solution for the collision table again?
1:04:44Could you briefly go over the solution for the collision table again?
1:04:56Do we have to do z-sorting? For a game like this, can't we just sort on the y-axis, and do things to simulate climbing stairs (change the velocity as the character moves up something like stairs and what have you)?
1:04:56Do we have to do z-sorting? For a game like this, can't we just sort on the y-axis, and do things to simulate climbing stairs (change the velocity as the character moves up something like stairs and what have you)?
1:04:56Do we have to do z-sorting? For a game like this, can't we just sort on the y-axis, and do things to simulate climbing stairs (change the velocity as the character moves up something like stairs and what have you)?
1:06:28I heard you talking about animations and see you wrote down a skeletal system. Do you have plans on importing from a pre-made program or making an animation program for the artist to use?
1:06:28I heard you talking about animations and see you wrote down a skeletal system. Do you have plans on importing from a pre-made program or making an animation program for the artist to use?
1:06:28I heard you talking about animations and see you wrote down a skeletal system. Do you have plans on importing from a pre-made program or making an animation program for the artist to use?
1:07:57For the list - Superfish!
1:07:57For the list - Superfish!
1:07:57For the list - Superfish!
1:08:55Asset loading management is missing from the list.
1:08:55Asset loading management is missing from the list.
1:08:55Asset loading management is missing from the list.
1:09:40What 2D game can you think of that did good z-movement? I personally always liked Prince of Persia when he climbed the steps at the end of the level.
1:09:40What 2D game can you think of that did good z-movement? I personally always liked Prince of Persia when he climbed the steps at the end of the level.
1:09:40What 2D game can you think of that did good z-movement? I personally always liked Prince of Persia when he climbed the steps at the end of the level.
1:10:32Have you seen watchpeoplecode.com?
1:10:32Have you seen watchpeoplecode.com?
1:10:32Have you seen watchpeoplecode.com?
1:11:20What is your opinion on using existing code someone else wrote as a learning tool?
1:11:20What is your opinion on using existing code someone else wrote as a learning tool?
1:11:20What is your opinion on using existing code someone else wrote as a learning tool?
1:12:58Spriter's file format is completely open and documented.
1:12:58Spriter's file format is completely open and documented.
1:12:58Spriter's file format is completely open and documented.
1:13:24Do you want to have quests in the game? In this case, how are you planning to define them?
1:13:24Do you want to have quests in the game? In this case, how are you planning to define them?
1:13:24Do you want to have quests in the game? In this case, how are you planning to define them?
1:14:08I think we dropped the check for Entity == HitEntity in collision code last time, or did I miss something?
1:14:08I think we dropped the check for Entity == HitEntity in collision code last time, or did I miss something?
1:14:08I think we dropped the check for Entity == HitEntity in collision code last time, or did I miss something?
1:15:03Will you patent the monstar pathfinding algorithm?
1:15:03Will you patent the monstar pathfinding algorithm?
1:15:03Will you patent the monstar pathfinding algorithm?
1:16:02For z-axis movement, would it be feasible to resize the sprite to be larger as they move up, and then resize the sprite to be smaller once it reaches the level, while doing some parallax stuff on the wall textures for the second resize?
1:16:02For z-axis movement, would it be feasible to resize the sprite to be larger as they move up, and then resize the sprite to be smaller once it reaches the level, while doing some parallax stuff on the wall textures for the second resize?
1:16:02For z-axis movement, would it be feasible to resize the sprite to be larger as they move up, and then resize the sprite to be smaller once it reaches the level, while doing some parallax stuff on the wall textures for the second resize?
1:17:58I think Pokemon 3rd gen/1st gen did good stuff with the z-axis.
1:17:58I think Pokemon 3rd gen/1st gen did good stuff with the z-axis.
1:17:58I think Pokemon 3rd gen/1st gen did good stuff with the z-axis.
1:18:35Will the monstar encounters be random based (like Final Fantasy, Dragon Warrior) or will they be more static (Zelda style)?
1:18:35Will the monstar encounters be random based (like Final Fantasy, Dragon Warrior) or will they be more static (Zelda style)?
1:18:35Will the monstar encounters be random based (like Final Fantasy, Dragon Warrior) or will they be more static (Zelda style)?
1:19:10Should there be a time limit as well as a distance limit on the sword?
1:19:10Should there be a time limit as well as a distance limit on the sword?
1:19:10Should there be a time limit as well as a distance limit on the sword?
1:20:09Minish Cap handles the z-axis really well.
1:20:09Minish Cap handles the z-axis really well.
1:20:09Minish Cap handles the z-axis really well.
1:20:16How exactly does your question sorting plugin work?
1:20:16How exactly does your question sorting plugin work?
1:20:16How exactly does your question sorting plugin work?
1:20:33I believe Ultima Online did some stuff with z-axis, but I'm not sure if it's good though.
1:20:33I believe Ultima Online did some stuff with z-axis, but I'm not sure if it's good though.
1:20:33I believe Ultima Online did some stuff with z-axis, but I'm not sure if it's good though.
1:21:13What's the biggest game project you personally worked on?
1:21:13What's the biggest game project you personally worked on?
1:21:13What's the biggest game project you personally worked on?
1:22:14No remark on handmade animations? Or did I miss that?
1:22:14No remark on handmade animations? Or did I miss that?
1:22:14No remark on handmade animations? Or did I miss that?
1:23:21I've been writing my own platform layer in my own code, and I've found I've been 'poisoned' by your approach. By this, I've been heading down by a path very similar to yours simply through knowledge of a possible solution to it. This leads me to a very narrow way of thinking about problems. Do you run into this as well? How do you break through the wall? It takes me a very long to get solutions that fit my needs when I see someone else's.
1:23:21I've been writing my own platform layer in my own code, and I've found I've been 'poisoned' by your approach. By this, I've been heading down by a path very similar to yours simply through knowledge of a possible solution to it. This leads me to a very narrow way of thinking about problems. Do you run into this as well? How do you break through the wall? It takes me a very long to get solutions that fit my needs when I see someone else's.
1:23:21I've been writing my own platform layer in my own code, and I've found I've been 'poisoned' by your approach. By this, I've been heading down by a path very similar to yours simply through knowledge of a possible solution to it. This leads me to a very narrow way of thinking about problems. Do you run into this as well? How do you break through the wall? It takes me a very long to get solutions that fit my needs when I see someone else's.
1:28:38How long do you think a good game should be?
1:28:38How long do you think a good game should be?
1:28:38How long do you think a good game should be?