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Improve player movement #356

Merged
merged 6 commits into from
Dec 2, 2023
Merged

Improve player movement #356

merged 6 commits into from
Dec 2, 2023

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Fueredoriku
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@Fueredoriku Fueredoriku commented Nov 30, 2023

  • There is now 0 drag on Y for players falling, giving no terminal velocity
  • Remove quirk with floating point rounding by applying fixedUpdate too early
  • Gave players more control when in air after jumping normally/falling
  • Starting to hold crouch when you are in air until you land will now get players to crouch once they land
  • Added dashing with much less air drag if you time leaps consecutively, see gif below
    • Dashes can be cancelled into a leap by letting go of crouch and holding crouch again while still in air
      dashing_optimized_github

Future todo for other PRs:

  • Dashing lines effect around screen of dashing player
  • Dash jumping noice that goes up a pitch for each consecutive dash jump
  • Leap noice
  • Restructure some levels to accomodate for leap height (creating shortcuts to places of height and parkour opportunities)

- There is now 0 drag on Y for players falling, giving no terminal velocity
- Remove quirk with floating point rounding by applying fixedUpdate too early
- Todo: refactor more code to use movement delegate(s)
@Fueredoriku Fueredoriku self-assigned this Nov 30, 2023
@Fueredoriku Fueredoriku linked an issue Nov 30, 2023 that may be closed by this pull request
@Fueredoriku Fueredoriku marked this pull request as ready for review November 30, 2023 23:47
@Fueredoriku Fueredoriku requested review from toberge, CraZyB1336 and karofmah and removed request for toberge November 30, 2023 23:48
@Fueredoriku Fueredoriku changed the title Fix terminal velocity for falling, fix jumping direction Improve player movement Nov 30, 2023
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@toberge toberge left a comment

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Movement feels much better overall, especially now that you don't fall like in syrup, and the leapdash mechanic seems useful (though a little unfamiliar).

  • I do wish we could differentiate this from an actual dash, and call it e.g. leapdashing.
  • The jump curve still feels a little too rounded at the top, perhaps. It might be fine this way, I dunno.
  • Leapdashing feels way harder on the ground in cratertown due to difficulty seeing when you are about to hit the ground. I think we should slap a texture on it again 😅

Assets/Scripts/Control&Input/PlayerMovement.cs Outdated Show resolved Hide resolved
Assets/Scripts/Control&Input/PlayerMovement.cs Outdated Show resolved Hide resolved
@Fueredoriku Fueredoriku merged commit df55830 into dev Dec 2, 2023
@Fueredoriku Fueredoriku deleted the feature/movement-upgrade branch December 2, 2023 22:03
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Increase terminal velocity
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