Codebase Restructuring and Walk Animations


The bulk of my night was spent implementing assemblies in my project. Assembly definitions are easy to create in Unity, but they can cause compilation errors if your functional domains are not clearly defined. I ended up moving classes (primarily from the player domain) into other domains. I also see that data related to player progression will need special consideration as this impacts both the player and the environment.

I'm feeling more confident in the structure of my game after breaking the scripts down into assemblies. I think that moving forward this will also create some restrictions that add an extra layer of consideration when I'm adding features. For example, if a new feature would create a lot of interdependencies between assemblies, I'm probably approaching the feature from the wrong angle.

After implementing assembly definitions, I added some walking animations to make movement more fluent on gamepads. This applies to both regular movement and aim-locked movement.

I'm getting ready to start building new movement and environment mechanics, but I am considering one minor movement animation improvement first: alternating the jump pose between jumps. At the moment jumping looks kind of robotic when executing a series of jumps. I think this could be improved by simply mirroring the jump/fall pose when the player becomes ungrounded. I'm considering this to be the final game feel improvement before I return to adding new mechanics.

Files

vaults-and-vampires-webgl.zip Play in browser
Version 2024-01-06-e3f3fa5 Jan 06, 2024

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