January Development Report II
Added 2023-01-31 15:11:50 +0000 UTC
Hi guys! During the second half of this month, I managed to implement a new effects system, make a new character controller and make various bugfixes and improvements. And now in order:
Character Controller
The current version of the controller had a lot of problems, and initially I thought that it was possible to solve the problems separately, but after some tries I realized that all the problems were caused by the physics based controller. So I decided to make a new controller that would remove all the current problems of the old one. For example:
- The character got thrown up when moving on uneven surfaces. This is especially evident when running at high speeds, and it can also be checked on the pier where the boards have different heights relative to each other;
- Checking if player is grounded. A new logic for checking the height to the ground was introduced, which also solved the problem of the character sudden jumps, and also completely removed the problem of the character getting stuck. Yes, now you won't get stuck in buckets in the bathhouse :D
- Automatic detection of steps. Now the character himself will "step" on objects with a small height (steps as an example) and will not need to jump over that fallen tree on the way to the forest, and the hero himself will step over it :D
New Effects System
Added new Stat Effects System. Took me longer than I hoped due to small bug fixes... pretty complex system. So, now you can get some effects that may change your attributes or stats. For now I already added 3 main effects: hunger, thirst, fatigue. Some info about the system:
- Added new state level for hunger/thirst/fatigue: Critical;
- Now hunger, thirst, fatigue add unique effect that lowers your Attributes;
- All effects are displayed in book. Interface would be improved in future;
- All changes in Attribute also change your stats (depending on attribute): health, max weight, damage, skills...;
- All working with save system (was hard but important) pretty well, so saving and reloading wont make you lose stats;
- Optimized saved data amount of item & stat effects;
Fall Damage Calculation
Changed the logic of calculating fall damage. Now the minimum safe fall distance is 2 meters in order not to strain the players with unnecessary damage :D But still the damage from high distances will be way more serious and even fatal.
- Implemented taking damage when falling through a calculation of the height of the fall, and not acceleration. The fall damage is also balanced;
- Added the use of Acrobatics skill: reduces fall damage, increases jump height and safe fall distance. Skill can be improved by jumping and taking damage from falling;
Fixed
- The sound of the character walking is played even if he is standing;
- If you press pause before landing, no fall damage will be done;
Plans for February
Character animations (movement, interaction, combat), improving the Combat System. I plan to add new interaction animations, but I don't want to reveal all the cards yet ;)