Starting a new tradition called
#BuggySunday on twitter. Here are some clips showing an early version of the slime trap, and its many failings, and the solution that fixed all the issues.
The initial plan was to allow the ball to come to rest at any angle on the surface of the trap. High speed physics and precise collision detection don't mix with low res pixel art too well.
That wasn't the only problem early on though. The code was just non-sense for a variety of reasons.
Ultimately we had the ball become enveloped by the slime, creating a consistent experience (into and out of the trap) that wasn't affected by collision detection even at high speeds. I've also since gone in and reworked a lot of the physics and collision detection to be far more precise, but this solution is still ideal for consistency of puzzles.
For more regular content updates please follow us @
https://twitter.com/Gold5Games and we'd be happy to check out yours too!