Make controls feel tighter by increasing momentum and friction, so player feels they have more control because landing stops them sooner, but moving on the ground is just as fast as ever.
Presently, walls of cubes do not work since only one cube checks collision against another at a time. Cubes must check all collisions, then determine where to go from there.
Get 360 controllers working with game. Comes after fixing the camera angle movement thing, as joystick control will be more complex than current controls.
Stick all points for polygons in an array so they don't re-send every new frame. Will Hare says this slows things down considerably - may want to check on Reddit, GameDev or TIGSource first for help on this.
Apply movement/tick first to anyone who has not landed on someone, then mark that player as taken care of, then while some players are still not taken care of, address their movement for all of them who are landed on players that are taken care of.
Thus, the order will be from not landed on to landed on the most, maybe with a "landedOnCount" that is based on the count of landedOn + 1. That might work really well actually...
Make a catchup multiplier on movement to compensate for framerate lag. Record the time since last frame, and multiply movement rate by that, divided by expectedDelay.
Title, Start, Options and Quit. Encourage players to press start to join in/back to drop out, and show an icon for all players who have joined. Options screen should show toggles for music and SFX, maybe volume meters for them, and a Credits option.
Camera must be able to detect platforms with no upper neighbor, then align a view between you and that pos where the empty space itself is visible. Wow, that'll be interesting.
So basically, rotate until all empty spots above cubes are visible, or any above the player.
I want twenty, not five, and I want them to have flow. Theming can group them into four sets if it helps, and not all twenty need to be used, but I want to make twenty to pick from.
Should be quick... hah! So putting it in the main public demo rather than initial. Maybe this should come first, and more accurate camera angle based controls come later?
Anyways, this is the whole no-depth-needed thing I've been going on about for months: find the nearest wall, point at it, and no one will ask you to judge depth!
Find nearest unobscured path (and if such a thing is even possible) for camera to swing along - this will always be preferred to a nearest "jump" camera movement.
Change "move to here" to "set intended location to here" and then slowly accelerate towards it and decelerate on arrival. This should eliminate jumpiness in the camera, and make it more player friendly.
Angle that movement is based on should relate only to the camera angle from the last time you started pressing directional buttons. Gets reset to zero when nothing is pressed, and then based on camera angle as soon as one button is pressed.
Make a camera system so every player has their own camera, and each camera will try and find the least traversable direction, then point that way (so depth perception is never required to solve a puzzle)
All camera movement, rotations and positioning, must be on a momentum based system. Camera will ramp up to any move and slow down once within range of its target landing angle or position. Applying this to all movement should slow things down enough to not be confusing or jarring to the player.
Joysticks or directional pads should control direction, and buttons 1 and 2 should create jumping and locking. This should work with bluetooth so that Wiimotes and Dualshock 3s will work.
Use in-place indicatedPos, but slowly accelerate towards it and decelerate on arrival. This should eliminate jumpiness in the camera, and make it more player friendly.