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Hey, thanks for swinging by. I'm a game developer aspiring to improve myself in the art and just keep creating.

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ChaiTae Blog

via GIPHY


A looong day of programming today. Light blue is the stuff I got done.

Stuff I learned:

Jumping:

Its a lot easier to control how jumping works on a button press by cutting three different points

  • initial spring jump
  • in air
  • landing

This way. If you are landing from different points the animation doesn't go funny. This probably should work well for all animations to ensure a good "feel" in game play.

Using a ball instead of a ray to detect the ground ensures a wider ground covered for the character.

map

Noob Start

ChaiTae Blog

Hey,

So. This is just going to be where I'll be keeping my game dev stuff. I've already made a mini game for myself. A stupid little clicker game where more monsters appear to click. The project I'm currently working on is a rpg. All of the focus will be on the game mechanics for now which is going to be real time fighting. What I have so far are

  • character movement
  • character jumping
  • slashing
  • ai follow script (pretty stupid. Just looks at the direction of the character and runs forward)
  • ray downward detection for ground
  • ray forward detection (perhaps activate scripts if character is looking away and torward?)
  • Collision with weapons to enemies
  • Stats for both enemy and character

Gph.is

Little things I have learned through-out:

getKey refers to a specific key getButton refers to multiple keys in which you or unity has set for input

RayCasts are coming on the object to detect things otherwise calculations will be missed.

GameDev Update: Make sure your objects are active. Check animation playing with anim.GetBool(). If you're using bools.

Other things I learned: adding torque to object with getAxis runs smoother with getAxisRaw()

A lot more work left to be done because ensuring the game "feels" right to play is the utmost importance. I'll keep updating this blog with insights of what I've learned and some ponderings on what I can do better to improve my process of making this game.