3D Platformer
I got to work for the college that a went to for about three months and I worked on a few different projects. This is one of those projects.
Creating The Jump
Most of the time invested in this project was spent on the player. The movement needed to feel good. The jump is arguably the most important part of player movement in a platformer so naturally that was the hardest part of the game to create. I first created a very simple jump without making the jump height variable to how long the player holds down the jump key. I updated the jump to use different physics and different force math to create this variable jump height. This is where I broke it. The physics were being applied wrong which resulted in an instant transmission to the apex of the jump when the key was hit along with a Princess Peach umbrella like float to the ground. The physics implementation was being done through code which was causing the biggest issue so I had to change it over to being done with the rigidbody component. The next issue was with jumps and general player movement. I was applying forces to move the player which when jumping into a wall and holding down the movement direction into the wall caused the player to stick to the wall. The adjustments of adding a slippery material to the player and the implementation of drag along the ground cleaned up the issue of having the player stick to the wall.
The Design of The Level
The design of the level I created was intended to be simple. It is an introduction level for the player. It allows the player to get used to the movement abilities that they have control of. It introduces health and damage pickups to show the player what to avoid and what to get in the event that they take damage.