I did a ton of stuff over the last 5 hours of work! Here’s some of the main things I added:
- Added a jump animation to the player! This is a feature that many people have requested, but I kept procrastinating adding it. I had briefly tried to draw an animation for this in the past and I just couldn’t get the animation to look right. This time I spent more time and effort on it and I think it turned out pretty good now.
- Restructured the interaction system. I wanted parry and interact (the input used to talk to NPCs, pick up items, etc) to both use the right mouse button. For most of development I had temporarily set the interact button to a random key on the keyboard to prevent conflict. However, I now implemented a context-based system that detects whether or not the player is nearby an interactable object. If they are, then it executes an interaction, if not, it will parry. This required significant rewriting for the scripts attached to most interactable objects. However the system is now much cleaner and will be easier to maintain in the future. Interaction is now handled from a centralized singleton class, rather from each interactable item script independently.
- Added a dust trail effect to the player. When the player walks, dust particles will play behind them, making a nice visual effect.
- There are a couple of weird places the player can reach when using movement abilities accessed from the Beta Features mode. I added a couple little easter eggs to these places for the players who explore everything.
- Fixed a lot of bugs, including:
- Breakable objects having iframes that last for too long, effectively making them seem to have much more health than they should.
- Input not being disabled when the player first loads in, causing potential problems with the intro movement tutorial.
- Fixed issues with the new jump animations interrupting combat animations, which can cause combat animations to not play when they should.
- Renamed a couple files to make script names more cohesive.
- Fixed some collider bugs, including a particular spot where the player kept catching on a seam.
- Fixed an issue where the player sometimes didn’t count as being grounded when on the very edge of a platform.
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