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Narwhal Simulator 10: Narwhal Anatomy Lesson

Hi everyone! Today’s post is going to be rather short. It’s the final stretch of school and I have quite a bit to finish up, so sorry if you were hoping for something longer. I’m hoping during the summer I’ll be able to make lots of progress on Narwhal Simulator. I won’t speculate on how much I’ll get done during the summer, but I’m hoping it will be quite a bit.

I haven’t actually made anything for the game in the last few days so I guess I’ll continue to discuss my plans for the future. In the near future, I will be making the player modular. This will consist of a lot of planning and thinking, but fortunately, not for any of you. I will be splitting the player into multiple parts. I will be making a bunch of objects for each part of the narwhal. First, I’ll give you a narwhal anatomy lesson. 

Well, that’s my diagram. Feel free to use it for whatever you want. I’m no marine biologist, but I think all the names are right. If you disagree, please leave a comment and I’ll fix it. 

So, back to splitting the narwhal up. The narwhal will have a different object for each one of its parts. There will be a body object, which will deal with health and damage, and a flukes object, which will deal with swimming forward (and backwards, that part is slightly less realistic, but I think it’s necessary for the game to feel good). There will be a flippers object which deals with turning, and a tusk object which deals with damage dealing. There will also be miscellaneous attachments that don’t fit into these categories. I’m planning a rocket booster as a replacement for the dorsal fin, however there is currently not a dorsal fin, and to be honest, I don’t see much of a reason to add one. The reason this will be challenging is because the components have to be able to communicate with each other. For example, the rocket booster needs to speed up the player, which is done by increasing the flukes’ speed. This is easy if there’s only 1 type of flukes and one type of rocket booster, but if there’s multiple, it gets difficult because, since the scripts don’t know what type of objects they’re talking to, you have to start using more complicated things like object inheritance. I’ll be solving these problems at some point in the near future, and when I do, I’ll go into more detail.

That’s all I have for you. Sorry this one was so short and content-less. I hope to get back to regular game development shortly. See you Friday!

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