a focus of this week has been a re-work of the movement system to be more fun and fluid, as well as adding proper controller support! the results so far have been very promising! unfortunately this will require a re-design of pretty much all the level design made so far, but that's not a big deal because they were intentionally made very scrappy in the event they needed to be re-done later down the line.
what you see above is a little demo level i made for my friends to get feedback on how the movement feels! excuse the sloppy gameplay at times, i'm still getting used to the new movement as well LOL. the movement has pretty much almost entirely been re-vamped, with the replacement and addition of a few moves! a few noteworthy changes/additions being....
you no longer have to stand still to start a "boost", this has been replaced with a run button you can hold that lets you accelerate to "boosting" speed no matter what you're doing!
the uppercut has been replaced with a "spinjump", which lowers your gravity and boosts your speed instead of reducing it like the uppercut did!
you can now enter a "rolling" state by holding down at max running speed! you'll speedily slide under small gaps and bounce off of walls, retaining your momentum throughout!
there's now full controller support as well as the keyboard controls being remapped from WASD + space to the arrow keys + ZXC!
this next week will likely be spent figuring out how to fit combat into this new movement system now that you can no longer freely aim with the mouse, so that'll be interesting! i may post playable demos here on this patreon in the future, though the idea is a bit tentative due to my own concerns, so we'll see!
Connie
2024-07-23 02:27:02 +0000 UTCsaddomino
2024-07-22 23:38:42 +0000 UTCDextar
2024-07-22 11:56:48 +0000 UTCbunp
2024-07-21 21:04:41 +0000 UTCMaximum56
2024-07-21 20:47:22 +0000 UTC