Week 6
This week I worked on redoing the Thrall animations because its pose was too wide and long and that was causing problems with placing its hitbox. A lot of the playtest feedback was thing like the player getting hit in Thrall form when it looked like they shouldn't have been hit. Since its pose was the Thrall dragging the sword along behind it, both us devs and the play testers were divided on whether its hitbox should include the sword or not. In the end we decided to make the Thrall's pose more compact, which meant I had to do that and change all of its animations to match the new pose.


This was the new base pose I settled on for the Thrall when possessed. It's much more rectangular and easy to intuitively see where the hitbox would be. On the coding side, we worked on adding some platforming features that we learned are actually included in many good platforms to make them smoother to control. One of them was coding in the ability to queue a jump while falling if the character is close to the ground so that the character jumps as soon as it hits the ground again. Players never notice that it's queued and it feels to them like it's just a responsive jump. The other one was still allowing a jump to happen for a tiny amount of time after the players hitbox has left the edge of a platform.


This was the new base pose I settled on for the Thrall when possessed. It's much more rectangular and easy to intuitively see where the hitbox would be. On the coding side, we worked on adding some platforming features that we learned are actually included in many good platforms to make them smoother to control. One of them was coding in the ability to queue a jump while falling if the character is close to the ground so that the character jumps as soon as it hits the ground again. Players never notice that it's queued and it feels to them like it's just a responsive jump. The other one was still allowing a jump to happen for a tiny amount of time after the players hitbox has left the edge of a platform.
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