BGP #1
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Welcome to Causality! My name is Christoffer Lövdahl and I’m a design Programmer for the team Yggdrasil working on the design concept Causality in Unity. Causality is an Action RPG viewed from a third person’s perspective that is focused on adventuring and fighting inside a dungeon environment. The player controls his character and is able to use a few basic attacks and also additional abilities and will face challenging monsters where you have to read and understand them to win. Causality take place in a fantasy world with design references from the 16th to 19th century england. My first assignment week 1 was to have our player character move. So I began by following a simple tutorial that used unity’s component character controller. Unity’s character controller move function transforms the character position in a direction without using forces such as velocity while it isn’t affecting other unity components such as rigidbody and still being constrained by collision boxes. Now a problem occurred when we added a rigidbody to the character because he needed physics to be pushed away by the enemies which caused the rigidbody and character controller to make the character start to vibrate in place so we decided to remove the character controller and code a new movement script. This time we decided to use rigidbodies AddForce function to move the character. The addforce function uses applied force in a direction set by a force vector. We had to set the force vectors y direction to zero so it wouldn’t start walking in the air. However When we designed our map we used a ramp where you had to move upwards this caused the character to get stuck with add force and this is why we changed from Addforce to transform position. But soon we realized that transform position ignores all physics generated which was why we were instructed to just rigidbodies moveposition which works in the same way but also counts in the physics such as collision boxes. |