I like your thinking. That end result looks great. IIRC, the original Quake actually does this exact thing in 3D so that collision testing can be done with points/lines instead of spheres/capsules. It generated something like 3 different fixed sizes (point, player, shambler) of collision data for each level. So if you wanted a solid dynamic object that collided with things, it had to be one of those sizes.I do expand the shapes a little bit but don't contract afterwards since I want some separation between the player and the walls. The player is modeled as a circle, not a point, and currently the basic 2D circle/poly collision response is smooth enough at keeping the player out of small gaps that I haven't had to take it farther. Basically, yeah, a 2d hamster ball.

Hi Lucas,I'm Austin Wood, a freelance writer. I recently reached out to you on Twitter and TIGForums direct message, and figured I'd hit you up here as well.Simply put, I'm looking to profile you for Eurogamer. Yours is a colorful and interesting history, and I want to poke your brain a bit, especially when it comes to Return of the Obra Dinn and Papers, Please. What's it like making these games by yourself? How do you handle success and self-marketing? What changed between Papers, Please and Obra Dinn, not just in terms of development, but also in your life? What's the state of Obra Dinn, and what are your goals for it?I'd love to sit down and discuss both your journey as an independent developer and the development of Obra Dinn. Would you be available for an interview sometime soon? I can do phone, Discord, Skype, you name it. Whatever works for you.You can reach me via email at [email protected] and on Twitter @austinwoodmedia. I hope to hear from you.Best,Austin