Variable Jump Height

I have been working on my latest game, and I ran into an issue with jumping. The issue is that when the player presses the jump button, in my case the A button on the controller, I wanted the character to jump. By releasing the jump button instead of holding it down I wanted the character to jump short of the max height that they could reach.

Well, I found a solution that I was able to incorporate into my project and I wanted to share the solution with you in case you were also running into this issue.

Below is a post I found on the unity3D subreddit from the user dookie-boy where he talks about how he accomplished this feat.

Website Update and NG Prototype

I have majorly updated the website with a lot of media dealing with all the projects I have worked on in the past. I am missing a few from my RPG Maker days but I am digging through my portable hard drive to try and locate them. I should be able to update them shortly.

I  have some great news! I was able to get a working prototype of Nations of Glitch and make a gameplay video of it 🙂 Enjoy.

Bare Bones Development: Added Messages And Buttons

Development has taken a slight turn and I had to scrap the enemies at this point. The reason is because I created a custom script that controls the player but it seemed to be interfering with the gravity in the game. This was becoming an issue because as I would create stairs and ramps the player would start to float when interacting with them. Instead of delving  into my code to locate the issue I decided to deactivate it all together and continue with the more interesting aspects of the game such as an inventory system, locked doors, switches, etc.

I was able to add a roughly designed a GUIBox with a message that pops up when you can’t enter an area due to a locked gate. I then added a switch that the player walks on and activates that will trigger the gate to open.

What awaits the player on the other side of the gate?

 

 

(Spoiler Alert)

It’s a treasure chest, that opens.

(End Spoilers)

Bare Bones Development: Added a Level Select Area

I have added an area in the game where the player will select which level they would like to play. In that area, the player will walk to a warp pad and will be taken to the corresponding level. I have a story in mind, but until I can flesh out at least 10 levels I will be keeping that a secret.

There is no real concept detailing what is going on in the video because I have not added any tags or cinematics, but I can break it down for you.

  • The first screen is the main menu where you will start your game.
  • The second area, after clicking “Play Game” is the area where the player will select which level they want to play. For this area, in the future, I will add hovering icons over the level that show the score the player received if they have played the level, and a few other details such as the level name.
  • Finally, the third screen is the “Game Over” screen which shows what score you have earned from the level you just played.

 

Bare Bones Development: A Few Notes

Yesterday was a semi-failure with getting the mechanics of melee battle to work. I created melee weapons but I can’t figure out how to push back the enemies after they are hit by the player.

Besides that I have been messing with the environment and trying to wrap my head around how to use blender to create an actual player and some enemies (instead of “pill” people.)

Video soon to come…

Bare Bones Development: Finally added Dual Analog Sticks!

I finally had a chance to add dual analogs to my game thanks to some help from a fellow Unity developer. I can now focus on mobile development and update my game to reflect the smaller screen size.

As you can see from the video I have to update the UI now and I also have to update the players’ position so that he doesn’t always snap to a “UP” position every time you let go of the joystick.