After getting all the Z-Targeting things done its time to move onto completing the simple movement of the character.
Investigating source material:
When investigating the source material the following things were observed.
- The player can roll only while moving
- Rolling increases your movements speed
- Rolling is always the same speed no matter how fast you were moving before rolling
- Rolling into a wall stuns the player and knocks them back
- The player is only stunned when hitting a wall in a direct matter
- Z-Targeting causes the player to move slower
- When Z-Targeting, the player can leap side to side and back flip
- Crawling has slower movement speed but lowers your collider
- Player can Z-Target while crawling but has unexpected results
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Rolling Around |
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Rolling into Walls |
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Slower movement speed |
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Crawling |
Implementing Player Movement:
Adding additional values to the player stats to update the players speed when they are in different states.
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Moving slower when targeting |
Rolling around is shown here by turning blue. Its a small movement speed increase but it can be adjusted as we get more reference in the environment.
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Rolling around some of the props |
Rolling into a wall causes the player to be stunned and knocked back. This is shown by turning red
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Stunned and knocked back
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Crawling around greatly decreases your moment speed and also lowers the camera closer to the floor. This is shown by turning teal.
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"Crawling" around |
Jumping around when Z-Targeting. Not quite there but variables can be adjusted as I move on.
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Jumping Around |
The jumping and rolling also work during Locked.
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Dodging around
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Now that we got these basics moves in we can go to the combat system since we have all we need for the combat to start functioning. These is still some movement systems not present here such as the sneaking on walls and swimming.
I also noticed during play testing that there is a little smooth on the rotation of the player when going back and forth and sometimes the player will slide to a stop.
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Pacing back and forth to see the delay in turning |
Its something you feel more then you see. Its a small delay in rotation when turning and going the other direction.
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Implemented into the project |
See you next time with the combat system.
Project at commit: 2d02f89