Player Movement - Devlog 1
The first devlog for SPEAR, focusing on the implementation of player movement and mechanics associated with that.
Platforming Movement
The general movement in SPEAR has been implemented with A/D to move left/right, and spacebar to jump.
Currently the jumping mechanics feel "floatier" than they should, which can be resolved by making the distance between platforms larger, or increasing the gravity on the player.
Spear Movement
The spear movement has been implemented, with a way for you to swing by holding the mouse down, and pull yourself to a point by just tapping the mouse when you throw the spear, and it allows you to drop back down by tapping the mouse again.
Feedback
the swing mechanic is a little weird if you're on the ground as u can swing but might be cool to be able to pull up the "rope" slightly or adjust the height at which you are on the swing
This is something I realised after the initial implementation of the spear, and it shouldn't be too difficult to fix following the suggestion that was given with the feedback. As it stands the joint that's used for swinging sets its distance based on how far away the player is from where the spear lands. By adding an offset and recuing the distance, it should stop colliding with the platform you're standing on.
It's a bit hard to tell that's wood
This is fine, as it's just a placeholder texture at the moment and will be clearer later in development.
Swinging feels a bit weird without a rope
That's next on the list! Should be as simple as drawing a line to the spear in some code, which will help clarify where the spear is located, and the player's position relative to that.
References
Spear artwork by WillM (https://opengameart.org/content/spear-5)
SPEAR
Swinging and Swoovin'
Status | In development |
Author | Helidara |
Genre | Platformer |
More posts
- Devlog 6 - Updates and plansOct 17, 2021
- User GuideOct 17, 2021
- Game DocumentationOct 17, 2021
- User Interface and Polish - Devlog 5Oct 10, 2021
- Game TestingOct 07, 2021
- Graphics and Enemies - Devlog 4Oct 07, 2021
- Puzzles and Hazards – Devlog 3Sep 26, 2021
- Level Blocking - Devlog 2Sep 19, 2021
- Concept DevlogAug 29, 2021
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