DAY 25
My brain is completely fried from working on the Rope Swing. Where do I even begin?
Did you, dear dev, had a day where everything went wrong no matter what you did? Oh, you did??? That's great. Because, guess what? This was one of those days for me.
OK, so today I really wanted to completely finish with the Rope Swing system, but it has driven me completely bonkers. Bug after bug after bug after bug, one uglier/stupider than the other.
Of the many issues encountered today, the following issues got me doing a loud WTF:
1) When I attached the character to the rope and then detach from it, the character would get 0.1 in scale. Luckily this was an easy fix. I don't know how or why this was an easy fix, but it was and I'm grateful. It was a matter of changing the scale of the player when detaching from Keep Relative to Keep World.
2) When the player character detached from the rope, the player lost all control of the player character when it reached the ground...it just sat there. This left me stumped and moved on to the next issue because I could not fix it.
3) When successfully jumping from the rope to the ground, you could basically re-attach again. Luckily this was an easy fix too. I have no idea how, I have no idea why, I have no idea what could possibly have gone right, but issue number 2 got fixed at the same time as this fix. And it works 100%.
The ugly issues still remain as of now
- Snappy drop to the ground after detaching from the rope
- Copious amounts of swing force are applied when detaching from the rope, even at a standstill
- Sometimes the character gets launched into digital oblivion when detaching from the rope
But at least I got the Velocity working right :D
Kids, if you are at any point in time reading this devlog for inspiration or curiosity in how a solo gamedev life is like, please know this. Gamedev is 98% hard and 2% glamorous. Not in the sense that it's hard labor (it is that too sometimes) but in the sense that you get completely baffled, bewildered, stupefied, frustrated and confused by what the actual hell your code or script spits out when you play it. The only moments gamedev is glamorous is 1) when your code actually works 2) when your code finally works and 3) when players play your game and love it.
Anyway, that's all I could do for today. I'm fried as a MF.