Development Logs
8/1/22 - 8/12/22
- Added in Platform Interactable Types
- Updated damage from falling to now be referred to as Kinematic Damage
- Got a new domain for my personal site which will contain all to know about me and devlogs for my projects
- Continued with controls for moveable objects
- Updated Camera Dynamics to provide more of a bounce / bob based on motion and velocity
- Added in movement restrictions for Movable Objects, allowing the possibility to have track based interactions
- Updated input axis detection to be mathematically correct, even when Velocity is 0'ed
- Updated Deadzone Detection to account for all 4 directions for Movable Objects, preventing ramming
- Continued working on my personal site
8/12/22 - 8/24/22
- Released my personal site to the public, to show updates in realtime on game development, along with an About Me
- Added in Newton Buttons
- Added in Step Detection for the controller
- Added in new controls for temporary usage of continuous velocity for Physics actions
- Upgraded deadzone detection to better handle upper hits, above what Cole will be able to step over
- Upgraded deadzone detection to be less computationally expensive, and attempted follow Newton's Third Law of Motion
- Removed Newton's Third Law as the collision detection upgrade was already working, and Force really didn't do anything
- Updated the deadzone architecture to properly calculate collisions on a lightweight level and much more reliable behavior
- Updated the Player Physics Collider to a reusable component for interactable objects
- Restructured the Physics Collider to now be able to handle collisions correctly FINALLY!
- Updated Cubic Collisions again, so now they work as intended
8/24/22 - 8/27/22
- Added in rotational calculation for moving interactable objects around
- Began restructuring the controller architecture after finding inefficacies, resulting in bad Physics behaviors, including collisions
- Restored all Locomotive and Physics System components, now mathematically correct and lightweight without the need for any complicated calculations or tweaks
8/27/22 - 8/31/22
- Updated jumping to now allow the player to charge their jumps ahead of time, but only perform the jump if they move
- Made the Trajectory Visualizer turn red if the player doesn't move and charges their jump, showing that they can't jump unless they move
- Updated Force to be Physically correct, so Force Level is now Net Force based on weight and velocity: (Net Force = Normal Force + Gravity Force)
- Adjusted state checking for the controller, allowing correct control and interface
- Attempted a few theories and methods for controller stepping
- Reconstructed the Physics Collision component to handle ground states and stepping
- FINALLY got controller stepping to be smooth and minimally structured
Bug Fixes
- Fixed a collision detection issue with the controller where extra flag bits would be add, despite the area of collision not meeting the proper conditions
- Fixed a bug where axis restrictions would prevent mixing axes, preventing special Movable Object track types
- Fixed a bug where deadzone detection of Movable Objects would not have their vectors in the right directions
- Fixed a bug where deadzone detection would not work correctly if Cole faced Quadrants other than 1
- Fixed a bug where Moveable Objects would have their positions update on player rotation, instead of staying in their original spots
- Fixed a bug where deadzone detection wouldn't handle corners correctly, allowing the player to ram through walls
- Fixed a bug where the step detection would not detect a viable surface if the ground floor was tilted
- Fixed a bug where stepping over obstacles would keep Cole moving continuously, despite already being on the ground and needing the player to handle input manually
- Fixed a bug where Cole would hit a surface, and then even after he turned away, he would halt in place multiple times
- Fixed a bug where Cole would not detect an upper surface keeping him from moving, despite there actually being one he's interacting with
- Fixed a bug where Newton's Third Law was over calculated, causing Cole to launch instead of feeling recoil
- Fixed calculation issues with collision angles and deadzones, making interactions unstable
- Fixed a bug where Physics Collisions would not calculate the closest point, preventing the proper accountability of deadzones
- Fixed a bug where the Dot Product of collisions would not return the proper value
- Fixed a bug where Cole would still ram through the wall even though a collision occurred that's supposed to stop his velocity
- Fixed a bug where Cole would be able to ram and phase interactable objects through walls, despite a collision happening, preventing movement, and then for some reason disabling the halt
- Fixed a bug where interaction halting would not occur, despite Cole being in the proper scenario
- Fixed a bug where ground checking would be incorrectly unflagged, despite the ground still being below Cole
- Fixed an architectural issue where collision calculation would case cubic collisions to still cause temporary halting, then phasing if movement was still continued in the direction of the collision
- Fixed a bug where the Trajectory Visualizer would not reset if Cole fell before the player could move and release the jump button
- Fixed a bug where Cole would remain stuck on a wall if he jumped and crashed into one
- Fixed a bug where Cole would face the wrong direction if the player rotated perspective
- Fixed a bug where Cole would stop jumping after the player released the jump button, after charging their jump and tried to run
- Fixed a bug where Cole would freeze in place when trying to step over objects
- Fixed a bug where a slight jitter would occur when Cole is trying to step over a platform
- Fixed a bug where Cole would get stuck in place on a wall if the player was on the ground, charged a jump, tried to sprint, and tried to jump
- Fixed a bug where Force would build up, even though conditions would not allow Velocity to get above 0, such as trying to ram a wall
- Fixed a test build mishap where the layout, settings, and physics calculations would pretty much not run and just flat out disappear
[ 2022-09-03 08:42:07 CET ] [ Original post ]