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1h 42m 35s logged

Devlog #3 (ish): Jumping shouldn’t be this hard… (+ planning)

Jumping…

  • Fixed the player’s jump sometimes not working
    • Lesson learned: check documentation. Unity’s IsGrounded PlayerController state for some reason requires constant downward force on the player.
    • Used a raycast instead. I also accidentally made the ground check ray 100,000,000 units long…oops. (documentation!)
  • Added a jump buffer
  • Fixed gravity applying, always.
    • Related to more of me not reading documentation.

Planning

  • What a mess! After around 2 hours of talking, we landed on this simple diagram which has different wave objective locations for your client (green), different locations/interactables (blue/purple), and general geometry
  • Tried to give the player as many different decisions and methods of dealing with enemies as possible
    • (many angles, 2nd floor for dropping items, multiple ways to go to 2nd floor with unique tradeoffs, etc.)
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