This week on Spider Web Dev Blog, not much to report. I have been a lazy dev. Also just starting to get daunted by all the things I want to do with this project, combined with my lack of knowledge. But the only way to learn is to do, so I am trying to push onward.
I have started a jump! Its not nearly where it should be, but it’s a start at least. I have a way to track movement along the curve separately from jump movement, and then a way to combine them to get the player’s actual position, so that’s a start at least. I had to rework some of my input system to get it working.
So I have a couple problems that I need to solve. The chief one being that right now, the jump direction is based on the camera rotation. The player’s orientation around a path is based on the curve’s direction and the camera up direction. Solving this will be a whole can of worms in and of itself.
The second problem is that I want my jump to be based on distance, so I can set a specific height for the player to jump. However, right now, I don’t have a great way of tracking when the player should go up vs. come down. Right now I have it based on distance from the path. If it’s less than the jump distance, it goes up, once it reaches the jump distance, it goes down. But since the distance from the path changes as you move, this causes some weird things to happen.
So all and all, the jump is started, but its wonky as all get up.
I did some minor things with the curves to get them looking a little more aesthetically pleasing. But nothing major. Just ended their visuals slightly before the paths actually end, and made them thicker at the ends.
I also added a particle effect that creates little ‘stars’ for the player to move through as they are playing. Nothing fancy, but its nice.
Still haven’t gotten the model from my last update rigged. So probably going to work on that. Also obviously still a lot of work that needs to be done on the jump.