Day 2, Noon.
Hey Devlog,
I spent some time refactoring my "Falling" dream. Now I can easily change the difficulty by increasing the number of onscreen circles, the speed of "falling" (which is actually the speed of the circles rising), circle size, and how long the dream lasts. Many thanks to Board to Bits for the tutorial series that explained all this. I also changed up the system to use events instead of checking during the Update() of all the nooks and crannies.
As for the "nightmare" movement problem, I was thinking about how different games handled the situation. When the Forward of the player (Fp) is different from the Forward of the camera (Fc), most games will rotate (either in place or while maintaining momentum) from Fp to Fc over time. I think this means setting Fp to be a new vector made of Lerps from Fp to Fc by a factor of deltaTime so the character will eventually face the same direction (with some tolerance). From there, I'm split. Either it becomes a matter of breaking Fp into X and Z components and then applying InputAxis or just apply InputAxis directly into X and Z and it will make sense because the player is facing the same direction as the camera. Gotta test that out later today.
For the "chase" dreams, I might be following along this tutorial by Catlike Coding to procedurally generate the maze. It'll be interesting to see what parameters I can adjust to change difficulty. I'm aiming to have each dream be shorter than 5 minutes so the mazes won't be as large as in their example. Hopefully that won't affect the algorithm too much. Still debating on adding jumping to the maze. I guess it's not really necessary huh?
No update gif this time.
It's not so hot today.
-Frowning Asinus