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