NokiMo
drjavi
drjavi

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Devlog: jumping and climbing

I heard that the new Dragon Age game removed all rude dialogue options because no one is allowed to be mean anymore. So I'm adding more psychopath choices in CowHammer. I ain't telling you how to play. Dame Ternera is functionally mute, but you'll get a lot of options to royally screw everyone over if you want - it's even optimal for speedruns. And those choices will have consequences in the story.

Oct 27

I've made the colliders for all the complex objects in the first area of level 2. I've decided to handle cameras differently, because even creating two layers of colliders wouldn't be good enough. Instead, I'll just let the camera go through invisible walls. If I choose a good skybox, it shouldn't be an issue. So the next steps should be:

Oct 28

I have learned how to load and unload areas, it's very quick and easy. However, loading level 2 has shown me that I made the first rooms way too small. That's okay. That's why we test. Back to Blender.

Nov 1

I had to do some Physics calculations to figure out how hard Dame Ternera must jump to reach any height I want. That'll be very useful when fine-tuning the climbing mechanics. Here's what I did:

It works perfectly. Ternera now jumps exactly as high as I want her to.

Nov 2

All climbing mechanics are fully functional, including player interaction and HUD icon, since I chose to let the player decide when to climb, rather than having it be automatic. The projected shadow looks pretty bad when standing on the edge of a platform, but we'll handle that later. Maybe I can tweak the shader somehow so it doesn't show unless it's on top of something, or I can use more raycasts to detect if there's enough ground underneath. Either way, I can now go back to building Vecino forest.

Video: Climbing mechanics


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