February 28th: Impacts and Negotiations

I changed the structure of directional input so that it’s all mediated through the PlayerMovement behavior. This means I don’t need to repeatedly define what “down” means for all of the different behaviors which need to know (crouching, dropping through platforms, directional jumps and attacks, etc). I also made it so the hard-landing stuff works with the downwards attack, which ended up being a tad tricky since it involved negotiating both the animation system and the attack system to make sure they were both on the same page regarding what needed to happen. I’ve got a few more notes for things to tweak in the movement system, but I went through a lot of them today.

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