Here is Bob, as I design my character and camera controller. I Spent all day on zooming the mouse wheel, but when I come to think about it maybe my game is best as 1st person? The thing is that I dont really like the feel of 1st person controllers, I much prefer a 3rd person, but zoomed in, if you can understand the difference… not so…er swimmy…
Still I have to have a model for the view that your competitors/colleagues will have of you, as its a multiplayer game, But then I can just do a “Photon View Get Is Mine” and turn off the the mesh… no need to zoom ever… Oh well.
Anyway, heres Bob in “The construct”.. my simple programming level before he gets moved over to the game, oh god.. frightening…
Ive built the controllers o far as five different FSMs in PlayMaker. ONe for Walking and running animations.. with the shift key causing the run. I have a small bug. When you press shift to run, he runs, when you release you finger from W (forward) he stops… fine… but if your DONT release your shift key too, and then just press W again, he walks, not run…but this FSM is not actually causing forward movement, only animations.
I have on FSM for Movement. which, lone just causing the character to slide forwards.
I have one for rotating. Now here I have gone for A and D causing a rotate, Im still not sure about this. Its less “gamer-y”. A “Proper game” would have A and D as Strafe, walking sideways while still facing forward. (needed for shooting games) and using the mouse to handle turning… but.. in a game with no shooting, it is really right? But maybe there IS shooting… anyway havent decided yet…
Then a Jump FSM… a tricky one this, cos it should look different depandant on whether the character is running or standing still. SO hI have a swithc that detects whether thecharacter is moving forwards, if so, when you press jump (space of course) it dos a kind of running jump, if hes standing still he jumps on the spot. This one has a bug where it gets stuck on the last frame of the jump before going back to running or walking, and just slides along. Im sure this must be a simple fix.
Thats it really. Its working well with physics… slide down 45 degrees he will jump onto a moving platform (slide bug here when a platform slides into him… legs… soft..)prob need a physics collider somewhere..
Now I just want to add some shuffling animation for when hes standing still but you want to turn.
THAN I have to get him into my Photon project, getting him working multiplayer, changing the msehh for 3 other characters, and THEN adding it to the main game…
Lots of fun stuff to do…
Bob Bug Report
|The bug||notes||Done or not?|
|Jump height bug||His standing still jump is not really working, his feet dont touch the floor,a dn he seems to creep higher each jump, untill WALK is invoked, which seems to reset it|
|Jump animation sticking bug||last frame of jump animation sticks when running/walking|
|Jump height bug||Not really jumping high enough, not sure how to adjust that,|
|Jump collidor bug||The collidor needs to move up as the animation does, and needs him to push up, so that if he jumps onto a higher surface, the jump works, right now its really only visual.|
|No Camera rotate||Need to implement|
|Running bug||Not running if you keep run pressed when you go stop and start again||DONE!!!|
After a while of inactivity in the Aunty project, due to other projects taking precedence, Suddenly a few things came together.
Firstly I finished the first rough model of “the House”. (It should have an address? (69 Acacia Avenue, Hemel Hempstead seems nice… hope it isnt a real place)
Ive been sick for 2 days, but managed to do some easy and fun stuff on “the game”.