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Image Update: Wall Run Overhaul - Omnidirectional Wall Run

《Drifting : Weight of Feathers》
A downloadable game for Windows

A glimpse of combat in 《Drifting》

Itch.IO - Omnidirectional Wall Run
IndieDB - Omnidirectional Wall Run
UE4 Forum - Omnidirectional Wall Run

Wall Run Overhaul - Omnidirectional Wall Run
 
In the past week, I've been fixing and tuning various mechanics in my game, these tasks usually require only one or two condition checks or a small change to the coding architect, however, the same could not be said to the overhaul of my wall-running system.

Technically speaking, the reason for deciding to refactor the current wall-running system isn't due to any intrinsic flaw in the code base, in terms of functionality, the current mechanics works just as intended; the issue lies in the design of the mechanic - for some reason, when I was designing the wall-running system back then, I've deliberately made a clear distinction between horizontal and vertical movement, each has its separate rotation and movement update function and condition checks. 


(although it still needs some time before the new wall run system is finished and fully tested, noticed the character is now moving toward where the camera is facing; the interpolation of character rotation and movement between different direction is smooth and almost unnoticeable)


This bidirectional design results in players incur a sudden movement change while titling camera upward or sideward - without any interpolation between the two states - giving players a somewhat unpleasant experience. I was urged constantly by another talented indie-dev (during a monthly playtest session) that I should make the wall-running movement respect the camera's facing instead of splitting the direction into either vertical or horizontal. Deep down I know what he said was on point, however, whenever I thought about refactoring the wall-running system, I thought about how much time it's going to take (how much it will delay my already tight schedule); how much painful design and testing phase I need to undergo before the new mechanics can function properly...after all these negative thoughts, I just feel lazy and gave up on the idea.

While I was recording gameplay for the game trailer, I felt these small flaws in the gameplay might not seem critical individually, however, if there are enough of them, it will quickly piled up and erode the overall experience. I could choose to let that tragedy happen, or go through this painful, time-consuming process once and for all and feel relieved that I've done all the best I can to give players a wonderful gameplay experience.

I hope you enjoy this week's update, feel free to leave a comment, and share your thoughts! 

Have a relaxing weekend! (●′∀‵)ノ♡  

Download 《Drifting : Weight of Feathers》
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