Portobelly Production Journal #8

24/01/2019

Today I wanted to act on some of the feedback I gained from the playtest on Monday. The piece of feedback I’m focusing on is the one about Belly coming to halt when hitting a wall.

Fig 1 - Result of launching the player along the Z axis to produce a bounce

Fig 2 - Event OnLanded Z axis bounce blueprint

During the masterclass I discovered a event node called OnLanded with the character movement component which is activated when the player hits the ground after falling. The blueprint above takes the Z axis velocity of the player and halves it and uses this value to launch the player in the direction of the impact normal. Halving the velocity makes the player bounce half the height of the previous bounce which is inspired by how a ball would bounce. When the velocity is below 300 the bounce is deactivated to prevent the player from bouncing forever.

Fig 3 - Adding a bounce to the X axis with the Z axis bounce

Fig 4 - X axis bounce blueprint

To create the system that allows the player to bounce off walls I had to take a different approach to allow the player to bounce off an object as there is not a built-in event that handles when a player hits into the side of an object. This blueprint works using a line trace that detects if there is a wall in front of the direction the player is moving. This direction is only based on X velocity of the player as if it included other values it would interfere with the bounce system already implemented. If the trace hits an object at a X velocity which is more than 300 the player will be launched in the direction of the impact normal with a reduced velocity of the speed they hit the object.

With both of these bounces combined I feel that the player feels more alive and reactive with the environment.

Fig 5 - Current height of a fully charged dash

One of the areas of Portobelly I have yet to make any changes to since the start of production is the dash ability. Above shows the current height of the dash ability which I feel is way to high (the mushrooms in the background can be used as scale). With the dash strength this high It makes getting past some of the obstacles incredibly easy as you can just dash over the entire obstacle. This defeats the challenge of the obstacles if they can be cleared by one dash and this requires very little skill.

The use of the dash ability was that it allowed the player to have an alternative way of inflicting damage on the enemies but I’m starting to feel like the dash ability causes too many problems with the players movement. I’m pretty satisfied with the players movement at the moment as the size changing ability gives the player many different options of tackling an obstacle. In the next couple of days, I will try and find a solution to the dash ability and hopefully I maybe able to find an alternative to the dash ability.

 

Figures List

  1. Rees, O (2019). Result of launching the player along the Z axis to produce a bounce. [Offline]. [Accessed 25/01/2019].

  2. Rees, O (2019). Event OnLanded Z axis bounce blueprint. [Offline]. [Accessed 25/01/2019].

  3. Rees, O (2019). Adding a bounce to the X axis with the Z axis bounce. [Offline]. [Accessed 25/01/2019].

  4. Rees, O (2019). X axis bounce blueprint. [Offline]. [Accessed 25/01/2019].

  5. Rees, O (2019). Current height of a fully charged dash. [Offline]. [Accessed 25/01/2019].