Reimplement 3D Platformer Character functions!
CmdrCookie GameDev DK30 Fall 2023 1 1
Description
Put in at least 10 hours a week (likely 2 5 hour chunks on the weekends) into refactoring character controller.
Big TODOs include:
- Reimplement outstanding actions (bar swings, hill sliding, box grabs)
- Reimplement look/interaction targeting and interfaces
- Refactor how audio is called for character actions
- Cleanup how leaning animations work when running left/right
- Reimplement item pickup logic
Recent Updates
Ok recap time! I hit my target TODOs but most importantly, ive built up the habit of working on the project! Getting back the motivation to keep chipping away was the prime goal of doing this so that’s a success!
As for accomplished TODOs:
- I think all of the prexisting actions have been converted over to C++ at this point and with some minor improvements/streamlining.
- Look targets are there at a base level for interactables.
- Audio wasnt refactored but all the new actions were reconnected to play audio again.
- Leaning animations were fixed up to be smoother and more configurable!
- Items can get picked up again when colliding!
Overall, I think I front loaded my hours and missed a bit at the end but hit everything I wanted to do and then some so I’m calling it another successful DK30 in the books!
I’ve started refactoring the talking/interact systems! These were probably the clunkiest pieces so there’s still plenty of work to actually clean this up.
Pretty simple results after some big headaches today, but Menu inputs are back in place. I’ve also started moving input over to UE’s EnhancedInput system. All good work that’ll have benefits but mostly a lot of trouble now. Started investigating CommonUI but that might be a bigger lift thats abit more heavy handed than what I need.
Continuing to find random bits that still needed to be reimplemented: VFX and audio for Sideflips and grinds are back in. I also spent time ensuring you can grab moving platforms now which was never there.
I’ve tossed all scheduling off to the wind and now I’m just skipping around to whatever sounds most fun. It keeps my motivation topped off so today I reconnected the item pickup logic for things like coins!
A bit all over the place but realized I never hooked up wallbonks, so now they’re hooked back up!
Random tangent of work but I stubbed in some leaning animations when running in circles or spinning in the air.
So far keeping good progress, and I’ll have a good chunk of extra free time next week for the holidays so will likely find some more things to work on and stay on the routine
Yesterday and today got interactions back in and look targets. The whole system behind it ideally should be refactored but for now its hooked up at least!
Good chunk of progress on a saturday morning! A few hours refactoring my sliding. Fixed up some bugs with momentum. Also now if you groundpound an angled surface, you’ll transition right into sliding which wasnt there before!
DK30s always keep my motivation high so we’re starting with some good momentum. Today bar swings are back! Most of the logic exists already in the project so this is mostly just reconnecting blueprints with some new c++
Starting point:
Estimated Timeframe
Nov 14th - Dec 12th
Week 1 Goal
- Reimplement outstanding actions (bar swings, hill sliding, box grabs)
Week 2 Goal
- Reimplement look/interaction targeting and interfaces
Week 3 Goal
- Reimplement item pickup logic
Week 4 Goal
- Refactor how audio is called for character actions
- Cleanup how leaning animations work when running left/right