Devlogs
Pain peko
Posted January 13, 2021 by RemcoNiceman
#why #are #we #here #just #to #suffer?
After a rough night with a large amount of bugfixing done we are once again ready to deliver a new build to you lovely people.
Featured:
- new directional booster, improved gym level. tweaked zoomed out camera's
- Fully functional player detection feature, gym adjusted to make room for in progress patrol AI testing, new detection SFX.
- Implemented a camera shake to the stomp, Added a particle system that activates when the player activates the stomp, added a boxcollision to the player character that knocks back enemy npc's on overlap.
What was planned:
- Make a directional booster, make a better gym level, bug fixing
- Player being able to enter and escape from view & patrolling hazards
- Make and apply VFX for the Stomp Ability , Apply sounds for the Stomp Ability , Make and apply an animation after the stomp ability is engaged (replaced with camera shake) .
Known issues:
- still working on balancing the booster and glide, character dying animation not playing. players can fly through the air by spamming LMB.
- could not get the BoxCollision that launches enemy NPCs to activate only after the player has reached the ground after using a Stomp (and then to deactivate after 1 second for example). At the moment it’s activated at all times.
- When the Vision cone passes through level geometry it still detects players on the other side due to being a static mesh, Procedural mesh cone is non-functional for generating overlap or hit events. Falling off the edge at the bottom of the camera testing area destroys the player character and forces the player to restart the whole game
Upcoming build plans:
- More bug fixing, improving on gym level, tweaking variables related to features. implementing controller support.
- Patrolling hazards, Vision cone deformation on collision with level geometry
- Making the Impact Radius work, Making the Stomp ability work with a controller, Creating a destructible floor that gets destroyed after the player Stomps on it.
Areas for feedback:
- feel of the metronome booster, thoughts on the floaty feel of the character,
- Stomp ability feel after killing an NPC ,Stomp ability feel after failing to kill an NPC (combined with the “LaunchCharacter” feature) , Jump feel considering that the character needs to feel floaty
- Detection responsiveness, speed of detection.