CreatorsOk
drjavi
drjavi

patreon


Devlog: camera, motion and states

Sept 27

We have camera controls. I'm not sure how to map it to the controller, since a joystick can only control pitch and yaw or distance and yaw, but not all three things at once. Maybe I can use the shoulder triggers. I must also allow the player to use the mouse to control the camera, if they don't have a controller.

Sept 28

Mouse camera is now fully operational and the player's movement adapts to the position of the camera. By trying to keep the camera controls as compact as possible, I made it harder for the movement to adjust, but nothing that a couple sines and cosines can't fix. Next step is actually making our girl move.

Sept 29

Our girl now moves. After adding hitboxes to her body and the floor, Godot pretty much handles the rest on its own. User input is translated into smooth animation blending, character rotation and linear velocity. The camera follows the character without parenting, since I'll want to manually adjust its position to see enemies in battle mode. Camera shaking was also implemented. Next step is to start building the behavior state machine.

Oct 01

After a whole day of trying to figure out how to best program the state machine, I finally settled for making each state an individual node and managing them all from the character node itself, inheriting a basic state machine architecture. So far, Dame Ternera can run, jump and fall off the edge of the level. Rebuilding her whole behavior machine will take a while, but it's looking really good so far.


More Models and Creators