Phae Project Dev Log 16: Tweaking the character movement abilities

Phae Project Dev Log 16: Tweaking the character movement abilities

Dev Log 16

Again this week I’ve done a little update. I found out one of the features I previously added was not actually working as it should have and I made some other adjustments to the character movements.

Here is the breakdown of this week:

Tuesday: 0h

Wednesday : 0h

Thursday : 0h

Friday : 0h

Saturday : 6h

On saturday I wanted to change a few things about my character movements and interactions. First I added a double jump. I used the default jump ability to create it so it’s not great but it works. I will most likely change it at some point in the future. Secondly I made the “run” the default way of movement. So now instead of holding a button to run I hold a button to walk. To do this I inverted the speedChange ability. Instead of updating when the ability is active, I updates when the ability is inactive. It’s dirty but again it works. The last thing I tried to change was the camera when talking to NPCs. Before I had a single virtual camera for all NPCs. Instead now I have a virtual camera for each NPC. When I start the conversation I get the camera attached to the NPC and bump its priority. When the conversation ends I reduce the priority again. I think this will be better so that I can adjust the camera position and angle manually for each NPC. Unfortunately I couldn’t get it to work because i don’t know how to get a reference to the quest giver from the dialogue events. I asked the Pixel Crushers devs for help on this one.

While doing all these changes i realised my animator monitor was in debug mode which meant all the IK stuff were not active. Once I disabled the debug mode I found out that my attacks no longer targeted LockedOn targets…. I tried to fix it but couldn’t do it in the time I had left. So I’ll need to fix that at some point.

Sunday : 1h

After getting an answer from the Pixel devs I was able to get the converse camera transition working pretty well. I had to add a Dialogue Actor component to the Quest giver and then using the DialogueManager.currentConversant to get the reference to the Quest giver gameobject. From there I can get the virtual camera binder and transition in and out of the camera while setting the character in the target group while the camera is “live”.

Monday: 0h

Recap: 7h

  • Added double Jump
  • Changed default to run instead of walk
  • Found a problem with the attack rotation (I will need to create an ability for it instead of doing it directly in the weaponItem)
  • Changed how the cinemachine transitions worked when talking with NPCs so that each NPC can have their own camera.

It’s a shame the the attack rotation does not work as I had hoped. I’ll have to move all the logic inside an ability so that the rotation can update at the correct time.

Apart from that the other project is progressing slowly but steadily so I believe that I will be able to dedicate more time on the phae project in a month or two. That being said I might not work at all next week. And that’s because I will participate in Ludum Dare 44 with a small group of people. I’ll be making the game while they provide the art and ideas. This will be my first Ludum Dare and I hope it will go smoothly.

Until next week!

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Santiago Rubio (Sangemdoko)

A electronics and information engineer who works on game development in his free time. He created Sleeping Penguinz to publish the games he makes with his friends and familly.

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