Wednesday sneaks up on me again, like a Big Boss clone in a particularly cold military base... Folders, Folders EverywhereThis week has, so far, been a working on stuff in the background kind of week. Over the course of the past few months with all the work that's been going into Reprieve, the folder system in the game has gotten a little messy...actually, very messy. The folder where we bring in new meshes, particles and what not, had a ridiculous amount of stuff in there. So, it was my job to sort all that out. Most of it's done, I still have to tidy up the scripts folder and the prefabs folder but for the most part it's all neat again. We'll see how long that lasts (I'd give it a week or two!) I've also started working on the cut scenes. We're planning to use Fungus (@gofungus) for our dialogue in the game which will be text based rather than using any sort of voice acting. It's a really nice plugin to use, makes dialogue super-easy to implement which is always a good thing As part of the cut scene work, I've also started working on the cameras for the dialogue sections. The plan is to make the camera swoop into position for the dialogue sections rather than cut to another camera. It's proving to be a bit of a pain at the moment but it'll probably be working by the end of the day...I hope We've also done some white-boxing of the rest of the next temple. We've finished that temple now, although we'll need to play through them a couple of times before we decide if it's complete (we did the last white-boxing of this temple an age ago) That's me until Sunday Musings. Enjoy the rest of your week!
Hello, it's my week doing the blogs! Strap yourself in for some über boring talk of Combine Managers and jumping...a lot... Hopping MadAfter the post CoxCon slump that was last week, it's been back to proper amounts of work this week. As Adrian mentioned in Sunday Musings at the weekend, I discovered a pretty bad bug in Reprieve that meant that the jump was connected to the framerate. The higher the framerate, the shorter the jump distance. A pretty serious problem in a platformer with lots of jumps, I'd say. So far this week, that's been most of my focus, trying to figure out why it's happening. I'd say I've tried to jump over the same gap well more than 100 times in the past 2 days alone. So what's happening? On initially looking at it, the jump had it's own method which meant that it, technically, wasn't independent of frame rate (as it wasn't being multiplied by Time.deltaTime either). Or at least that was my initial guess looking at the code. So, I multiplied it by Time.deltaTime. That messed up every other jump type in the game. Huzzah! I tried a different approach which consisted of moving the order of things happening, enabling me to be able to move the physics on the normal jump into FixedUpdate with the rest of the jumps. This then meant everything was a bit more consistent Or so I thought...Loaded up the exe, played with V-Sync on (60fps) and V-Sync off (~300fps) and the same issue arose. Cue many hours of looking at code trying to figure out what the hell I've done. In typical fashion, it was something stupid. Par for the course, really. In Reprieve, I had to add a gravity multiplier for when Evelyn is in midair. This means, she falls faster and only effects that. I forgot to move this, evidentally, when I was initially moving Physics related code from Update to FixedUpdate some months ago, this meant that it wasn't so much the jump being effected by the framerate than the falling speed. That's finally been moved into the right place and now everything is nice and consistent again. Huzzah! I also fixed a problem that a lot of people were seeing in the CoxCon demo. Evelyn was skating like an Olympic Champion on landing from Jumps (and running up hills). We knew what the problem was but were unsure how to best fix it. Basically, she was finishing off the fall animation before changing back to the idle/walk/run animation which shouldn't have been happening. I was expecting it to need some coding or something of the sort which was the reason I didn't fix it during CoxCon for fear of breaking something else but in the end, it was a tick box. Unity was just completing an animation exit time which was clearly not needed. It's working now! I've also done some more work on the Mesh Combine Manager that I mentioned a few weeks ago. Exceptions now work, since the last time I mentioned it but I've also added in Object Exceptions which differs from normal exceptions. Exceptions will exclude any game objects with a specific material which is a good idea in some instances but bad in others. Object Exceptions allows you to select specific game objects to exclude from the Combine which is much handier for us. Next on my list for the combiner is to include a way for it to use Vertex Limits. Currently Unity doesn't particularly like Meshes with more than ~65k verts which is a problem when you've a large scene to combine. Otherwise this week, I've more work to do on a boss battle, I've to record the demo at some stage (without making a balls of it, like I did last night...) and some other small bits here and there to work on properly I'll be back with Sunday Musings at the weekend, until then enjoy the rest of your week!
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Dan's Dastardly DictionSo, I'll try keep this somewhat updated. If anyone reads this and has a question or whatever, just comment Archives
January 2016
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