February 17th: Smooth

More collision work. I’ve been really frustrated that this is going slow, but I think it’s in the nature of collision work. I mean, literally every moment of the game will be the player interacting with this code, and any slight inconsistency could have massive consequences for how enjoyable the game is to play, so I’m going over this in a lot more detail than pretty much anything else. It only makes sense that it will take a long time and be really finicky. Still frustrating, but at least there’s a good reason for the frustration.

Anyway, I think it’s pretty much done, but I’ve said that before, huh? I added in a bit today that allows the character to reach ledges she almost jumped onto rather than slide ineffectually off the side, since I thought that felt really unsatisfying when it happened. There’s a bit of animation flickeriness around the edges and this will probably make the ground tracking a bit trickier but it should be fine. I’ll get the ground tracking working tomorrow, and then do some debugging.


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What is the nature of your problem? Can we modify the nature of your problem? Can your problem be touched? Eaten? May we eat your problem for you? May we eat your soul for you? Would you like a replacement problem? We make problems. We eat souls. We crap solutions. We are Problem Machine.
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