Waypoint System
While a lot of code changes have happened recently, the project pretty much looks the same. One workflow issue that I have been running into is creating waypoints for objects like moving platforms. In previous versions, I created empty game objects that represented the path that moving platforms would follow. This was time-consuming and it made it difficult to accurately place waypoints.
Over the past week, I built out a waypoint system with a custom editor. Now, I can just attach a Waypoints component to an object that should follow waypoints. Once the component is attached I can add and edit waypoints in a way that provides visual feedback.
After implementing the waypoint system, I refactored my existing moving platforms to use the waypoint system instead of an array of game objects. The waypoint system also allows me to apply rotation to waypoints which will be used to implement a few upcoming platform mechanics.
After the initial waypoint system was implemented I also went back and did a pass at refactoring the project code.
Files
Vaults & Vampires
A platform adventure game with mechanics and themes inspired by tabletop role-playing games.
Status | Prototype |
Author | rcxa |
Genre | Adventure, Platformer, Role Playing |
Tags | 3D, 3D Platformer, Prototype, Singleplayer, Unity |
More posts
- Refactored Shadows for Performance89 days ago
- Audio Controller for Sound EffectsFeb 18, 2024
- Refactoring and Starting CombatFeb 03, 2024
- Double JumpingJan 29, 2024
- Spikes and Mobile InterfaceJan 21, 2024
- Player Health and DeathJan 15, 2024
- Jumping and Landing FeedbackJan 08, 2024
- Codebase Restructuring and Walk AnimationsJan 06, 2024
- Player Animation ControllerJan 04, 2024
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