Game Development

Blog 777: Predictable Manoeuvres in the Game

All of life is about compromise. I started off making my mechs use the CharacterController, but shied away from it as that meant I had to reimplement lots of physics. I replaced it with a Rigidbody-based system, but that started randomly bouncing off the floor and jumping was dangerously unpredictable. In movement system rewrite number three, I seem to have ended up with… a mix of both.

It took me far too long to understand why this third approach works, but I think I’ve got it now. Since movement controllers seem to be a perennial topic in the commUnity, it’s time for me to add some words to the mix!

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Game Development

Blog 752: Movement

Movement is very important in Exon. Beyond merely getting around you’ll need to keep moving to avoid attacks and get the drop on your enemies, and you’ll want to explore to find alternative routes and secret bonuses.

Although it is operated top-down, it is a game in full 3D — height is important for exploration and all the mild platforming that will entail. That, however, made the logic that controls movement very very very complicated.

Can you guess what’s coming? I think you can guess what’s coming. I just rewrote my core character movement system!

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