Player Movement and Controller Support
First Flight
This release is the first of a series while Hailscorn is in development and focuses primarily on the method used to implement player movement in the game using some placeholder assets and level design to provide a playable demonstration.
Player movement
For the player movement the keyboard controls that have been implemented alow for a classic eight direction movement on a 2D plane. The speed of the player is stationary within the camera or movint at the maximum magnitude of the speed coded into the movement script without any gradual acceleration.
The controller movement however uses the raw input from the analog stick axis to set the velocity ofthe player and allows for finer adjustment of the players speed as well as allowing for true 360 degree directional input.
Controller Support
Adding support for multiple controllers into the game was a fairly straightforward process. using the Unity Input manager to enable the controller axes as valid inputs for the game was a relavtively intuitive process. The only hiccup in the process was figuring out which of the 15 or more joystick axes in the editor repreented the buttons on the controller.
Below is a handy video that I used to help with identifying the button mapping:
Files
Get Hailscorn: Fire From the Skies
Hailscorn: Fire From the Skies
Version 0.7 Into Cutscene, Better Transitions and locally stored Highscores
Status | In development |
Author | Barnaby_MJ |
Genre | Shooter, Action |
Tags | 2D, Top-Down |
More posts
- Documentation + User GuideOct 14, 2023
- UI, Sound and PolishOct 09, 2023
- Menus and MissilesSep 29, 2023
- Enemies and InteractionsSep 21, 2023
- Basic Level DesignSep 11, 2023
- Game Concept DocumentationAug 27, 2023
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