The Fourth Blogpost
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Hello. Today I’m a little out of ideas since we’re not really implementing anything new anymore and only polishing the things we have so I will be talking about something that a lot of people mentioned during the playtesting session this monday, the boundaries around the path. You were able to move around the map however you wanted which was really broken because you are being chased by an angry mob which you could run around and come behind. The whole idea of Burn Witch Burn is that you are being chased in the beginning. The main reason why we had not implemented a boundary by the time was because we had not found a good way of doing so. We’ve read that you are supposed to be able to only add a rigidbody to both objects and also a collision box and it will fix itself but it does not in our case so we have been trying to figure it out for a good while. What we tried instead was to set the rigidbody.velocity to zero which we did read should work but nothing happend strangely. The next thing we tried was setting the movement speed to ”0” which actually worked but there was only one problem, she stopped forever because there was nothing telling her to keep moving again. So what we tried instead was to set the movement speed to -1 which would make her move in the opposite direction so that the player would get out of the wall again. The last thing that was needed was to make her get her normal movement speed again and to make that happend I used a so called ”Invoke” function. It works in a way that you call a function after a certain ammount time which I set to 0.4 seconds and in that function she gets her normal movement speed again. The only bad thing is that it gives a bouncy effect once you hit the wall but I guess it is good enough for now since we do not really have another solution for the problem. The only thing we have to fix now is so that you are not able to teleport outside the path because you only bounce back if you hit the outside of the colloision box but if you teleport you can ”skip” colliding with the collision box. Here’s a link to a gif that shows the collision works http://giphy.com/gifs/qlNcva7YRRfEI
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