Smoothment going smoothly


Hey everyone! Its Rob again! It's been a while since I have posted as the project has been a bit hectic. With this Devlog I wanted to bring an update to how the rework of the player movement was going. As the title suggests, the progress on the "Smoothment component" as it has been deemed is coming along quite, well, smooth. The improvements that have been made thus far have been as followed:

Sliding is now physics based so sliding down a hill should allow you to slide indefinitely so long as you have a hill.

Jumping has been overhauled from the default Unreal Engine jump, to now work with our sliding, and thus the beginning of slide hopping is coming along already as you can now hop mid slide to maintain some momentum and move around the map quicker than if you were sprinting

We have our first Displacement Ability in place now! We have an air dash that goes in the direction the player's current velocity is moving towards, the sides, or back dash, allowing us to have an omnidirectional dash.

Lastly the current mechanic I am working on is allowing you to mantle so you can get over it! No really! the mantle is coming along quite well and should allow you to vault over shorter obstacles and clamber up to ones just outside of your reach! As it stands right now all the detection needed for the player to be able to vault/clamber/mantle is now in place and the next step is to make that detection useful.


With all of this being said, the next tasks that I plan to tackle over this next week are finishing the mantle and getting wall-running up and going so we can start to really move around. I might have underestimated how much of a task this was going to be, but now that I am in the middle of reworking everything about the basic character movement component, I have gained a better understanding of how to build good locomotion and how Unreal's underlying systems work for movement specifically. I'll be back next Friday with an update on whether or not these tasks were finished!

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