I focused on fixing up various things this week to prepare for level creation. I also worked on different "interactables" for Viola: Donkey Kong Country inspired "launchers". I've also changed Viola's movement a little bit, making her walljumps and movement a lot more natural. Click 'Read more' to get the dropdown on the changes. Jumpin' Jack ViolaThe most important change I made this week was the change to Viola's movement. Essentially, Viola has a target velocity and a velocity. Velocity effects Viola's actual movement. Target velocity is influenced by the player's actions (like moving the control stick). Previously, every FixedUpdate would change velocity to instantly match the target velocity, making Viola's movement responsive. Except, it was a little too responsive. After walljumps, Viola was able to instantly move back and forth, and (according to player feedback) Viola's movement overall could feel just a little too finicky. The big change is that Viola's velocity now moves closer to target velocity with each FixedUpdate. This means that high amounts of velocity can't instantly be turned around. This gives the illusion of momentum during states of high velocity: wall jumps, and being launched from the newly created launchers. One more change made is that some things don't influence target velocity, but will change velocity. Launching, walljumps, and jumps influence velocity so the player instantly lifts off at max speed, rather than accelerating over time. This is the component for the basic launcher. Launchers are inspired by Donkey Kong Country's barrels: jump into one, be launched. This is how the Launcher works (step-by-step):
I've made 4 different versions of the launchers:
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AboutThis is a development blog for my own game project, "Viola". Archives
February 2019
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