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(+1)

DAY 5

Oh man this kite's gettin pretty cool yall. Today I implemented a sort of "catch up" mechanic where, when the distance between you and the kite exceeds a certain amount, the kite will move faster than normal towards you. In effect this gives the kite a more intuitive feel; if you're just walking in front of a kite it'll sorta trail behind you slowly, though if you start sprinting with it it'll move with you more aggressively. You'll be able to see it clearly in the video I've posted; the kite (well the weird pumpkin thing right now) turns red when it starts catching up, just for visual clarity / debugging in this early phase. I also improved the player's movement a bit since it was being calculated in kind of a stupid way before, because I hadn't used Unity in a while and I forgot how to do things properly. Also got some walls in there for that one screen action. Very happy with this, especially since I consider myself to be REALLY stupid when it comes to programming very minute game movement mechanics that require intricate little bits and pieces in order to make them really feel good to the player on an intuitive level. 

I think next I'll probably clean up some of the code I've written already, maybe polish up player movement / input stuff in the process (it gets weird when you press both Left and Right at the same time, for example), or I'll try and put some more mechanics in here like obstacles or whatever.