Moving and shaking


Featured in this week's build:

  • Line of Sight Hazard and Glide Gym's "floaty" characters
  • Basic movement metrics
  • Gym layouts modified for movement testing and initial set-up for next week's feature testing

What was planned:

  • Procedural Vision cones
  • refined character movement feel

Known Issues:

  • Victor had issues with perforce this week and wasn't able to push his up-to-date build to perforce as a result the stomp gym camera is locked in first person facing away from level geometry thus the level itself is unplayable.
  • Line of Sight Hazard Gym's EQS system for generating procedural mesh vision cones didn't work current vision cones are simple cone meshes without collision and a translucent mesh.
  • Glide Gym character doesn't interact with hazards.

Upcoming build plans:

  • Refined character movement
  • Custom gravity system for glide ability
  • AI that can "see" the player when they enter a vision cone and detection timer for Line of Sight Hazard
  • Vision cone colour changing as the player is detected
  • work on stomp ability

Areas for Feedback:

  • Character movement feel
  • visuals for vision cones (Do you find them too bright?, do they contrast nicely with the environment? what improvements would you suggest?)
  • Quality and style of Devlog

Files

2021-y1b-team-6-win.zip 147 MB
Version 6 Jan 28, 2021
2021-y1b-team-6-win.zip 147 MB
Version 1 Dec 13, 2020

Get 20/21 Y1B - Team 6

Comments

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Line Of Sight Hazards:

Cones are acceptable placeholders, but camera here is nigh-on unplayable and the movement on turning is horrible. Jump is an interesting floaty/boost idea, but will need a camera that can cope!!! Needs a lot of 3Cs work.

Check in with other line-of-sight devs for some hints on functionality.

Glide Motion:

Camera is much more playable here. Glide motion doesn't seem to implemented as a deployable feature? "Glide" can't just be a floaty jump, needs to be something the player enables.

Jump feels off here - slow descent is nice but boring. Not enough rapid ascent - makes the whole thing feel like leafs on the wind. Could be nice but very slow and requires little input, unlikely to be fun to play with.

Stomp:

Sorry Victor, you need to fix the player/camera. This wasn't working - I think because either the Pawn or Gamemode override on the level is wrong, and it's spawning a default pawn.

Oh jeez I goofed somewhere, that camera is not intended to work like that at all will definitely be fixed before the next build.

going to work on the character feel more once i researched more into how gravity works in unreal. by the next build I'm aiming to have a much more refined floaty character as well as a first iteration on my glide function.