Thursday, September 1, 2016

Back to School Update

Well, a deadline has been hit! We're supposed to have movement up and running. Not going to lie, I think I just barely scraped by. Flight hasn't been implemented, but I don't consider it's not really integral to the gameplay we'll be having throughout the majority of play sessions, so I'm not to make much of a fuss about it. Thankfully, other areas have either been implemented save for some tweaks that will come over time, so let's get a progress report going.

In terms of movement, the main control functions are still the same, move forward, back, turn left, and right. If you never explore any part of the controller apart from the left analog stick, this is the very base ability you'll have. In addition though, if you tap the left stick, you'll enter a default running speed. Reach a tap slowly enough and you'll enter a slower walking state. Double tap and you'll be able to sprint at a high velocity. These are core functions of the stick at this point in time.

As for the left trigger, it's the core component for two actions: dodging and jumping. Jumping is somewhat straight forward: hold the trigger down deep enough and release it fast enough and you'll jump. You can jump once from the ground and once again from the air, after which you'll have to touch the ground again to reset your jumps. Dodging works similarly, requiring you to hold down the left trigger and tap the left analog stick outward quickly to engage in a dodge in the direction of the stick. Should you not want to dodge (i.e. if you were to trying to aim a jump), you can just tilt the left stick slowly. Doing this disables the dodge until you reset the stick at the center again so you can be free to aim your jump accordingly.

Overall, it's not that much. Over the course of the month, I've gone by streamlining my goals for the movement system more and more till its reached its current state. There are still a few more movement options that will be in the game that haven't been implemented, but I'm leaving those for later as they'll actually tie into the combat system to a certain extent. A few of those include the lock on system (which is being reworked to better suit VR look), attack jumping (think rocket jumping, but if it occurred because you slammed your sword against something), and art movements are their own work set.

If there's a lesson this whole deadline matter has given me, it's that I'm going to have to make some compromises and better tailor my goals to my current abilities. I'm not trying to reinvent the wheel here or dramatically so much as I am trying to make a good game now. I can already foresee more streamlining on the horizon, but I think that it may work out for the best in the end. I hope the final product will be worth the effort I wind up putting in. I'll see if I can find the time to post this month's past updates in a video in the coming days, though it may be tricky, what with my first class of the new semester being a little under 8 hours or so away from my typing of this post. I'm hopeful that things won't get as bad for me this time as they were in Spring, but that's not entirely in my control at this point. I'll do what I can to steer things my way though because I really want to finish off this year on a high note.

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