Tonight was very light on the tech side. I re-adjusted the PlayerBehavior system to have a "negative Effect" that starts only when the specified behavior is not in use (mostly so I could do some "beginning-to-fall" effects in gravity only after a jump has been released) which should prove to enable some more interesting behaviors down the road!
I banged out a few small art assets, and spent the majority of the night trying to find a way to make jumping and shooting feel good. I tried doing an additive approach, where jump-speed wasn't gained instantly and extended over time, and gravity took effect over time as well. I didn't like how that felt, so I tried an "instant-velocity" jump with a speed lerp at the peak of the jump and it's feeling a bit better. I might continue to tweak it to get the jump just so, since it will be an integral part of the game. Perhaps a parabolic jump equation? I've used such equations in games before, they're aesthetically pleasing but never end up being just how I want them to be. I should take a look at Super Meat Boy again, I really like the jump in that game, as a platformer it is without parallel. I also played around with varying heights of the jump. Once I identify a scale it will be easier to figure out such matters, though. Probably that should be a priority of mine.
I think I'm closing in on a feel, threw together a basic run and it got better towards the end of the evening. Think tomorrow I'll try doing some more art? Not sure yet. Once I get started on a task you can't stop me, but determining what the flow of those tasks are is the area I have the most difficulty with, especially since I only get 1-3 hour windows with which to work on the game. Hopefully becoming a more focused and plan-oriented programmer for these side projects can also help me maintain focus at work where external factors all play a role in messing with my flow (meetings, lunch, etc.)
Plan for next 2-hour programming block (hopefully tomorrow night though perhaps not)
-Visualize Score System (score visible, flavor text for destroying targets)
-Player Reset System(currently just destroys self, no-good)
-Design Stretch goals:
1) Finalize Scale
2) Complete minute-long prototype level
3) Implement "dropping" enemy
-Art Stretch goals:
1) Do player run cycle
2) Do gun aim/shoot cycle
3) Implement in-unity Animation editor
Night all. Back day tomorrow, still super sore from chest day and Jiu-jistsu. Bleh.
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