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"Lumo Journal: Week 5"

Posted: 30 May, 2023

Lumo Journal

30.05.2023

The long weekend happened at a good time; it let me come back with fresh eyes. I ended up making plenty of tweaks to the geometry and materials, and added some eyes -- driven the same way Maenhir's are... -- rigged the body, the hat, then imported the skeletal meshes so I could set up the cloth simulation for the cape.

31.05.2023

Made a walk cycle and created the animation blueprint, so there's some basic animation in the game. It took three attempts to get a walk cycle I vaguely liked, and it mostly ended up being a waste of time as you accelerate straight through it... Here's hoping the run cycle comes out a bit better.

01.06.2023

It took a fair bit of tweaking, but the first pass of the animated run cycle is in. I need to look at it with fresh eyes, but it's good enough for now

02.06.2023

Things missing from the first game that I've just fixed:

  1. The hat is animated as the player runs (the first of many Hat animations to come, doh…)
  2. Jump's are buffered! You can fall off ledges for 0.15 seconds before jump stops working
  3. And jump knows where the ground is! If you're falling, you can jump again when you’re within 20cm of the ground.

I've also done a first pass at setting up air control, friction in the air, jump distance and gravity. It's very different from the first game, but then, so is the character. So much so, I'm considering adding a ledge grab... Too Crackdown-y? :D

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