Neon Frenzy - Player Movement Checkpoint


This is the start of the weekly devlogs for Neon Frenzy. This week (week 7) was the checkpoint for player movement, the aim is pretty straight forward, to get the player to move.

Movement Controls:

WASD  or arrow keys to move up, down, left and right. The idea used was to implement eight way movement, so using W & D at the same time will move the player in the north-west direction.

The movement script was pretty basic, it gets updates from the horizontal and vertical axis and uses that value combined with a default speed value to move around.



Gif shows basic movement of the game object.

Feedback:

The feedback received was really helpful, the movement itself was alright however there was some issues with collisions. 

The first piece of feedback I got was to change the collision detection to continuous rather than discrete. This would help fix an issue with the square overlapping with the edge for a frame.

The other piece of feedback I received  was my square would get stuck on the wall sometimes when colliding. I was recommend to use a composite collider with my tilemap to help smoothing the edges.

Both pieces of feedback have been implemented at the time of writing this.


Next Week:

Next week's checkpoint (week 8) is basic level blocking which is all about getting a feel for how the levels will feel/play out. Placeholder objects will be used for future objects like doors and spawners.

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