Week 3 - Player Controller and Character Physics


Greetings, friends!

This week my main concern was developing a character controller that felt good to use, and a player controller to, well, control it.

The character controller's role is to act as the base for the physics of most entities in game, to make sure they're all following the same rules. The player controller is what translates player input into actions and tells the character controller how to move.

To have the character behave as it should, I also created some tech to help it determine its surroundings, which should come in handy when define enemy behaviour.

There are a few quality of life little features in character controller. For example, there's about a tenth of a second of coyote time after falling down a ledge. I really want to have the character controller as developed as possible in the least amount of time I can. It's the foundation of the gameplay, it needs to be good, and it needs to be done early in development.

I also bridged the controller and the animations made by Maria.

The character can attack, though at this point the "attack" is not more than a red static circle that appears, and I also gave it an hp stat, and made a very functionality-over-prettiness health bar, with the intent of starting work towards a combat prototype.

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Comments

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Can you share a short video showcasing the movement? Perhaps showing the coyote time?

(+1)

I've added the video