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Lazyllama

@Lazyllama

Joined May 31st, 2026

  • 7Devlogs
  • 6Projects
  • 1Ships
  • 1Votes
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3h 50m 43s logged

Movement is actually logical now!! :shocked:

Before this, the movement was controlled by changing the velocity (eww). Now it’s controlled by forces, acceleration and a max speed!!!!
 
I do this by checking the forwards/backwards movement (W/S) and the same for right/left then multiplying that with where the player is looking to get the correct directions instead of just moving the player to the left of the world instead of left of the player. I then multiply that with how fast I want the player to move at its max and then remove how fast the player already is moving from that which means that no force will be added when It’s going the max speed! :wowzers:
 
This is the exact same logic as in my previous game, but GODDAMN the extra dimension makes it confusing (don’t look at how much time this took 😭) … I did actually also add a ground check and a deadzone I forgot to implement… Stay tuned for next devlog!!! :thumbs-up:
 
Anyways, here is my demonstration of this epic movement!!! :yeah:

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Reposted by @Lazyllama

1h 57m 20s logged

I reworked… alot :uhh:

Just took on this project and there’s no time to waste so I started off with some stuff i made for my last game Fallen Scout as a base which is just:

  • My incredible debug handler
  • FMOD Stuff (sound engine thingies)
  • File-based player prefs (settings in a readable file)

Then I needed to fix the absolutely eye-bothering setup for the camera which existed to replace with Cinemachine which i then synced to the sensitivity from the prefs. :cooll-thumbs:

That’s more or less it, It took me while because of some other stuff I had to do. Basically just un-destroy the repository since @Thino thought it was a good idea to use a gitignore that didn’t include the package manifest which left me with a game engine without the engine… so just like an interface :bruhcat:
 
here’s how we’re looking on day oneisch :thumbs-up:
(only the video is lagging i promise, it’s smooth as butter)

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Open comments for this post

1h 57m 20s logged

I reworked… alot :uhh:

Just took on this project and there’s no time to waste so I started off with some stuff i made for my last game Fallen Scout as a base which is just:

  • My incredible debug handler
  • FMOD Stuff (sound engine thingies)
  • File-based player prefs (settings in a readable file)

Then I needed to fix the absolutely eye-bothering setup for the camera which existed to replace with Cinemachine which i then synced to the sensitivity from the prefs. :cooll-thumbs:

That’s more or less it, It took me while because of some other stuff I had to do. Basically just un-destroy the repository since @Thino thought it was a good idea to use a gitignore that didn’t include the package manifest which left me with a game engine without the engine… so just like an interface :bruhcat:
 
here’s how we’re looking on day oneisch :thumbs-up:
(only the video is lagging i promise, it’s smooth as butter)

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1
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