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Showing posts from November, 2024

Devlog 8: Dropping onto a ledge

Objective: Implement the ability for the player to drop down onto a ledge below. New Features: Drop Down onto Ledge Functionality: Implemented a feature allowing the player to drop down onto a ledge located below them. Added logic to detect unsuitable ledges below the player to stop clipping into objects. Progress and Observations: The drop down onto ledge functionality was finished, allowing the player to get onto a ledge not only by jumping but dropping down. The system detects ledges below the player, and moves the player to that ledge. The system can detect objects which the player could clip through and won't allow the player to grab onto the ledge to prevent it from happening. Challenges/Notes: Getting  the collision detection to work properly so that the player won't clip into objects below a ledge. Making sure that there wasn't any bugs. Reflection: This was an import feature to add as it allows the player to grab onto a ledge below them allowing for ...

Devlog 7: ledge drop down

Devlog 7: Climbing System - Dropping from Ledge Project: Mini Project - Climbing System Objective: Implement the ability for the player to drop down from a ledge which they are hanging from New Features: Dropping down from ledge Implemented a feature that allows the player to drop down from a ledge they are hanging from. Added the logic required to make the player to go from hanging to falling state. This allowed players to cancel their ledge grabbing without having to climb up the ledge Progress The implementation of the drop down mechanic went quite smoothly following the climbing system tutorial. The player can now drop down from a ledge from a hanging position, this gives the player more control of the character Challenges I had issues trying to get my collisions to be in the same places as the one in the video tutorials, even though I believe that I had the same values, I couldn't get the same output in location. Making sure that all the code I wrote was correct since my code ...

Devlog 6: Addressing Player Movement Bugs

 Devlog 6: Addressing Player Movement Bugs Project: Mini Project - Climbing System Objective: Fix player floating away bug Progress: There is an issue where if the player is walking/moving when pressing space to grab a ledge they will float away. They float in the direction that they were moving since its based off velocity It is based on the player momentum, so knowing this I was able to trace the code to find where I should set the velocity of the player to stop this from happening Next Steps: Contiune to keep testing for bugs with the climbing system Try to improve the responsivness with the climbing system Challenges Debugging the float away bug required me to go through all the code of player movement Reflection: This bug highlights the importance of state handling and how each state modifies how velocity is handled in the engine.

Devlog 5: Bug Fixes

 Devlog 5: Bug Fixes Project: Mini Project - Climbing System Objective:  Fix bugs related to the ledge grabbing not resetting correctly Progress and Observations: Fixed an issue where the ledge grabbing wasn't resetting the variables correctly after each climb. Had to trace my code to find where I had not assigned my variables correctly. I had missed a part of code from the tutorial, so I added my own code to fix this bug. this bug caused the player to snap back to he initial ledge position when attempting to jump even if there wasn't a ledge present. The fix was done by adding a code block to reset the vars upon a climb has been completed and when there isn't a ledge available. This is the code which I implmented myself. I also fixed other small bugs which I found when implementing this. Next Steps: Keep testing to check for bugs with the ledge grabbing and mantle systems. Begin to address the float away bug. Challenges/Notes: Debugging ledge grabbing not resetting ...