Diagonal
Legos! They are a thing. Last week I tried to use the Pythagorean Theorem to
solve a problem and as it turns out the Pythagorean Theorem was exactly why it
wouldn’t work. “Wat?” I know right! Last week I was basically trying to make a
1x1 triangle have a hypotenuse of 1. Not possible in this dimension anyway. So
it doesn’t work. However what does work is my wife’s solution of
parallelograms. They are the Diagonal Legos I have been looking for. Parallelograms
line up on the grid! All of this week’s work has been done in Blender making
various different collision pieces and lining them up. I did finally get a
drawing tablet so I can paint better in photoshop. But the actual painting has
still yet to happen. Baby steps right?
I guess
you might be wondering just why am I doing this? I am trying to work smarter
and not harder. I’ve worked on a game like this before and the Level Designers
made A LOT of work for the artists by creating levels with no standard sized
collision out of boxes of various dimensions. Using this Diagonal Legos system
that I have been forced to focus on over the past two weeks, I can make
standardized art that works across all levels. In industry MANY a time when I brought
up work flow issues I was met with rolled eyes. I fought with some producers
about ‘if you make us do X, it will cost us Y’. One time it was an entire
level. Content creation is the name of the game. If you can make content easily
you can make MORE of it.
Being
the only person currently working on this allows me to spend time on the ease
of use of my tools. I don’t yet know the drawback to my Diagonal Legos but I am
assuming it is computationally more expensive than box colliders. In my opinion
the ease of use out weights this. It was a pretty good week for work overall. Not
really a whole a lot to say really aside from Diagonal Legos ROCK!
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