Day 26~29 Update
So I've been winding up a bit busy in the end of my streams, mostly working on the game afterward too, I've had a decent few repeated issues with the camera to the point that I've once again fully rewritten a part of it. This time it was the camera positioning system. For a while I've been dodging understanding some basic principles of vector math, and that's basically finally caught up with me. BUT! Thanks to the power of the internet and a decent bit of reading and tinkering, I've been able to wrap my head around Quaternion usage a tiny bit.
I'm not doing any sort of fancy stuff, just using AngleAxis and Vector3.Dot to get the values I need, but I had to learn some basic principles of how to manipulate a point, I wrote my own Vector3.RotateAround method as well, since unity for whatever reason got rid of theirs at some point, and now I'm well equipped to handle some of the less-simple-but-still-simple vector maths I need to do for other things!
And just to address it as I often have to on stream, YES, I could just use Cinemachine. BUT! I don't want to. I want to learn how these things are designed so I can understand their usage. And so far it's been well-worth the effort. Wrapping my head around quaternions and vectors even a tiny bit is well worth the extra hours spent getting all this to work.
With that said, my apologies for not updating the past few days, as I mentioned I've been a bit busy and also the current version of the game was de-stabilized for a bit so I had to fix it before it would even be playable. I'm
Changelog:
- made sure rotation of camera has decent limits for vertical rotation
- fixed issue with character IK rotator not syncing position with character
- fixed issue with sidestep & sprint toggles not saving/loading properly in settings
- fixed issue with swapping hotkeys in instances where one key is the "hold" version of a hotkey
- made sure UI can be navigated easier by holding a direction
- reassigned inventory open/close button for controller to be select/share/back button
- made sure items can be transferred between two ui windows instead of just to the player
- fixed issue with highlightable cursor not going to "end dialogue" button at the end of dialogue
- created my own custom UI Sliders for settings menu
- replaced old sliders with my new sliders
- created a new input type specifically for sliders which allows for holding of joystick directions to repeatedly increment, or D-Pad to single-step a value
- Completely reworked camera position calculations to utilize quaternions instead of objects in world space, seems to be faster/smoother and is definitely more accurate
- created my own Vector3.RotateAround method since unity got rid of theirs at some point
- made sure camera detects a max distance value again and snaps itself to place, removes some edge cases
- [non game-relevant] made a few gizmos to make things easier for configuring the camera editor-side
- removed a lot of unnecessary calls to player input enabling/disabling method
- fixed an issue with camera rotation input being enabled early resulting in a "snap" of the camera upon resume of the game.
- fixed a small issue with stuttering of the camera when rotating on the Y axis (had to normalize a distance calculation when applying velocity)
Couple Unimportant Whoopsie-i-forgot's:
- re-set Billy Tutorial's health to 15 (was set to 1 for test purposes)
- put the player back into the building (was outside for test purposes)
- removed test items from player's inventory
Files
Death For Growth
A game where death is just the beginning, and success depends upon it.
Status | In development |
Author | Setolyx |
Genre | Action, Puzzle |
Tags | Action RPG, gauntlet, Singleplayer, Third Person, Unity |
More posts
- Day 41~110... 😅Aug 20, 2023
- Day 30 ~ 40 (oh how the time flies)May 07, 2023
- Day 24~25 UpdateApr 17, 2023
- Day 23 UpdateApr 12, 2023
- Day 22 UpdateApr 11, 2023
- Day 21 UpdateApr 10, 2023
- Day 18~20 UpdateApr 09, 2023
- Day 17 UpdateApr 04, 2023
- Day 16 UpdateApr 03, 2023
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