Week Four: Setting up for real progress...


This week, I didn't have a lot of time to work on a lot of new features, and I'm sort of in danger of falling behind.

That's okay though, because I'm glad I spent the time making the player controller much smoother- it was a lot of small changes, but they added up to something that feels really nice and professional (minus a couple polish kinks). The main thing I worked on this last week was visualizing all the data I have spewing out everywhere.

Behold, a video!


The green box that follows the player around is the predictive collision box that helps with collision resolution.

The red box is a gizmo box that takes the bounds shape of the sword collider while the attack is active, but not necessarily the actual rotation...

(if you look closely, the green outline collider box shows the true sword collider box)

My awesome homie that always makes me cool character sprite sheets for any game I'm working on gave me a nice design that I decided to use to help visualize my character state and see how viable my current state machine is to be translated to a more complex animator tree. I also added a nice little text box to help show me my stats right on the player character to help with testing moving forward.

The main thing I wanted to make this last week is a testing AI that would use the same player prefab that I play as, but instead of user input, the input would be generated through an AI controller that would essentially replicate a second player. I've done this exact thing before, and because of the abstraction layer I have set up on the player input, it'll be relatively easy to get working (I hope!).

Next Week:

What is there to look forward to? Well, assuming I actually have some time to work on this, you can expect to see a SECOND pixelated player character controlled by predetermined inputs get slapped about as I finish implementing hit box resolution and finalizing the rigidity of my player state machine

See ya next time!

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