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Figuring out the player asset's skeletal mesh - Zachariah Redfield

author: Zachariah Redfield

Posted on 08/18/2023

The Problem

During the last week as we, as a team, have been developing the prototype for Realm Blade. One of the issues I ran into during this process was the realization that our current player character's weapon was attached to the skeletal mesh, and without a collider.  The reason this is an issue of high importance for our project falls down onto two things; One being that there's no current way to tell if/when the player's attacks connect with enemy colliders, two being that out desired player character needs to be able to switch from using a sword to using a bow. 

The Solution

To be more precise, the issue is both that the current weapon did not have a collider to test collision with, and that the sword itself was attached to the skeletal mesh.  From a overall perspective, this issue only prevents the players combat system from being developed. So as a temporary fix, so that other parts of the game could be developed, I added a flat circular 2D horizontal collider going out from the waist of the player, in which I used the collision as a check to see if there is currently an enemy in front of the player (within a lose radius) while they are swinging their weapon, then applied damage to the enemy if the check was true.  This is only a temporary fix while we create/find a replacement for the player.

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