{"author_name":"pkenney","cat":"LD #31","comments":[],"epoch":1417836900,"likes":3,"metadata":{"p_key":"24489","p_author":"pkenney","p_authorkey":"30865","p_urlkey":"59896","p_title":"Arena Rotates!","p_cat":"LD #31","p_event":"LD31","p_time":"1417836900","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"30865","us_name":"pkenney","us_username":"\/author\/pkenney\/","event_start":"1417737600","event_key":"26","event_name":"LD31"},"text":"<p>All on one screen.\u00a0 So I figure the <strong>screen<\/strong> should do something interesting, and that something should be the core of the game.<\/p>\n <p>I decided the screen will rotate.<\/p>\n <p>I have a long list of possible features but my first sprint here was to get an arena that rotates when the player walks over a trigger.\u00a0 I accomplished this by rotating the camera and not the world, but of course this creates havoc with the coordinate system.\u00a0 I anticipated this but I ran into a bit of trouble re-orienting the input vector to the world vector based on the camera&#8217;s rotation.<\/p>\n <p>I&#8217;ve solved this issue and now I can rotate the world and still move around intuitively!<\/p>\n <p>The tiles were made in SPArtAn, the rest is total placeholder.<\/p>\n <div style=\"width: 622px\" class=\"wp-caption alignnone\"><img class=\"\" src=\"http:\/\/ricefrog.com\/LD31\/LD31FirstGoodRotate.gif\" alt=\"Rotating Arena\" width=\"612\" height=\"579\" \/><p class=\"wp-caption-text\">Arena rotation accomplished<\/p><\/div>","time":"December 5th, 2014 10:35 pm","title":"Arena Rotates!"}