Category Archives: Game Development

Wall Jumping Refined

So while the wall jumping worked ok, I added a few more tweaks to it to make it work better. Before it was working by raycasting alone and a simple distance check. Now it takes into account the surface normal so we can account for the angle the player is facing towards the wall. I also got tired of looking at the blank grey sky, so I threw the clouds skybox from the old forest level back in. Surprisingly it makes the level feel a lot different, but better. Really comes alive now.
double-jump_02...

Wall Jump!

So as part of our player "upgrades" we discussed a while ago, I'm going through and adding all the neat features we talked about. So now I present - Wall Jumping! Run up to a wall, jump once, then jump again to perform a double jump / wall jump....

Custom Coroutines + Auto Move Foot Mapping

So it's been a little bit quiet on the Unity posts, and for good reason! Just finished up 2 new things: Our Custom Coroutines System and Player Auto Move System! So before, we tested out using standard Unity coroutines, which are powerful and cool, but a little hard to work with, especially in an online game where you need to start / stop them on demand. So now we have our own custom coroutine system which has all the benefits of using coroutines, with the added benefit of complete control over them. Coroutines are awesome because they allow you to craft sequences of events with minimal amount of code that would be very complicated ( if not impossible )  to do in a traditional sense. I also wrote a Maya mel script to read the motion of the...

Custom Coroutines – Working!

So for the past few weeks I've been working on implementing a new state system. I originally was testing out a state system using coroutines and while they have many powerful features, they also have draw backs that make them hard to work with. Our current implementation was using delegates, which are powerful for switching states easily. Delegates work and are cool, but I was missing all the great features that coroutines brought to the table. Now, we have our own custom implementation of coroutines, with none of the draw backs of Unity's built in coroutines. All the good things, none of the bad! Win win. I have hooked the custom coroutine state system into the game now and it works amazingly well, and it opens up so many more possibilities for creating complicated timing and state setup,...