NokiMo
Brellom
Brellom

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Game Dev - Nov 2024 #02 - Small Improvements

I have continued to work on the game project over the last few days, with most of my time spent on cleaning up old code. I still need to fix the collision points, so better organizing the player logic will help. If I ever make a sequel, I may just create a completely new environmental collision system from scratch.

Most of the recent additions are quite small, amounting to mostly QoL updates.

Post-Jump Attack Direction Change

Players are now able to turn around to attack after jumping. This can happen multiple times as long as the player is still airborne. I've yet to implement this QoL for sub-weapons due to their unique state logic.

This should allow combat to feel a bit smoother and provide more options, like jumping away from enemies before attacking, maintaining forward momentum when chased by enemies, compensating for an ill-advised jump, etc.

This feature is not generally present in the classic CV games.

I'm considering whether to keep this function as is (like Curse of the Moon), or allow the player to turn without requiring an attack (like in CV: Bloodlines). The actual direction of your jump will still be locked regardless.

Crouching Tiger, Hidden Dragon

In addition to that, players can now enter the Jump State from the Crouch state - also not possible in the classic CV games. Use cases for this might be niche, but it does provide you with a bit more ease of control.

Otherwise, a quick or accidental crouch might throw off your plan to jump...

Enemy Splash Compatibility

Although I have not added this logic to every enemy, it is now possible for an enemy to interact with water and create splashes. It always felt weird to have Gillmen jump out of the water without a visual splash in my previous demos.

That said, the new splash system still needs to be tweaked. Splashes can occur even if an Actor enters the water object from below - even if they're overlapping the object but not technically inside it. This is why you can see THREE splashes in the gif instead of the expected two when the enemy enters the water.

Anyway, that's it for now. Don't forget to eat & sleep.

Comments

Being able to turn around after jumping to attack is excellent.

Shawn Heatherly

I really like these notes. They were so informative I felt like I was doing the inputs you were describing and I'd know bka it would feel and control. Imo I think it would be good to make it more like Curse of the Moon. I think that game generally strikes a good balance between difficulty and fair even if there is lots of room for improvement.

Dead Wolf

Ooo, I like these new little QoL changes! I'm totally looking forward to the Mid-Air Attack Change!

Ethan Moreno


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