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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