Nice round corners around edges! |
tl;dr: I improved some trajectory calculations in Surfacer.
What happened last week?
Highlights
- Finished the Ludum Dare 48 game jam and fixed a couple of its bugs.
- Resumed work on Surfacer:
- Updated fall-from-floor and climb-over-wall edges to include rounded trajectories around the corner, which correspond to the player’s collider shape.
- Added support for moving along edges by updating the player's position to match what is expected from the edge calculations, rather than by executing input instructions (e.g. "move_left", "move_right", "jump") and letting Godot's physics and collision system handle the movement.
Laundry list
- Ludum Dare:
- Finished the Ludum Dare 48 game jam on Monday.
- Fixed some bugs in our game-jam submission on Tuesday.
- Played through and rated some other Ludum Dare submissions.
- They use a rating system that gets more eyes on your game as you rate more of other folks' games.
- Also, it's a lot of fun to see how other people interpreted the theme.
- Surfacer:
- Fixed a bug when ctrl+clicking to inspect edge calculations.
- Moved some logic out into a separate PositionAlongSurfaceFactory class.
- Added a DebugLevel class for debugging Surfacer platform-graph logic without needing to add a bunch of conditional checks to disable Squirrel Away logic.
- Fixed annotation and tooltip fonts (size and color).
- Added support for fall-from-floor edges that don’t include extra distance to account for horizontal movement.
- Updated fall-from-floor edges to include rounded trajectories that correspond to the player’s collider shape.
- Previously, I was just calculating sharp corners in these trajectories.
Before fixing corner trajectories: A sharp displacement from the on-top-of-floor position to the offset-from-the-top-point-of-the-wall position |
After fixing corner trajectories: Considering the offset from a "capsule" (roundish) collider shape. As the player rounds the corner, they slide downwards slightly until falling off entirely. |
After fixing corner trajectories: Considering the offset from a rectangle collider shape. As the player rounds the corner, they stay at the same height until falling off entirely. |
- Updated climb-over-wall edges to include rounded trajectories that correspond to the player’s collider shape.
- Fixed an issue with the PositionAlongSurface target not preserving the perpendicular distance from the surface when calculating positions for fall-from-floor fall-off points.
- Fixed a bug with the initial portion of FallFromFloorEdges being really slow.
- Removed a redundant fall-from-floor land position
- Removed some redundant state from JSON edge encodings.
- Refactored the logic for forcing player runtime trajectory position/velocity to match that expected from edge calculations to instead query the edge class for these values.
- Implemented logic to get trajectory state from edges that wouldn’t have precalculated it before (IntraSurfaceEdge, WalkToAscendWallFromFloorEdge, ClimbDownWallToFloorEdge).
What's next?
- Now that I have support for fully controlling the player's according to pre-calculated trajectory info, I need to actually disable Godot's underlying collision and physics system (which should improve run-time performance slightly).
- Then I'm going to start working on some fancy features for making it easier to precisely control where the player's moving:
- Add a slow-down effect when the mouse is down and the trajectory preview is shown.
- Render the computer players' expected future positions at the time the human player would reach the each of the trajectory preview.
🎉 Cheers!
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