Player Movement and Collision: Kelvin Roman


Over the past week, my primary focus has been dedicated to crafting a technical document for the game. This document laid the groundwork for fundamental player collision and character movement mechanics. Each task undertaken throughout this week was orchestrated with the overarching goal of establishing the foundational elements necessary to delve into the more intricate and captivating aspects envisioned for the game's development.

Upon finalizing the technical document, my immediate attention shifted to player movement. In tackling this facet, my objective was to seamlessly integrate left, right, and jumping motions for the player character. Among these, implementing jumping posed a slightly more formidable challenge. The intricacy of achieving a jump that strikes the balance between a leisurely float and an overly brisk ascent was particularly demanding. After meticulous iterations, I honed in on the desired dynamics.

Following the refinement of player movement, I proceeded to implement boundary and collision parameters for the screen periphery. This aspect proved relatively straightforward to execute. However, I recognized a variance in movement speed when transitioning between my laptop and desktop setups, attributing it to the reliance on random numerical values for movement. Addressing this, my plan is to incorporate time-based movement to ensure consistency across platforms.

With these considerations accounted for, the rudimentary platforming movement and exterior boundary collision mechanics are now in place. Looking ahead, my focus for the upcoming week will revolve around devising and implementing a test level, configuring collision interactions with in-game objects, and potentially crafting a rudimentary pause menu. Your engagement is appreciated, and I eagerly anticipate sharing further progress in the forthcoming update. Until then, thank you for your support, and I look forward to connecting with everyone in the next installment!

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