I finished off the dodge mechanic, or at least polished it. The lantern currently works as a signal to show whether or not you can dodge. It turns red. As of the moment I might keep this as a mechanic for the dodging. I know I don’t want to add a stamina system as it is already in so many action rpg games, and it could ruin the fun of running around and swinging. Can you imagine a Spider-Man game where every now and then you had to stop on top of a building to catch your breath? More realistic sure, but games are supposed to cut some corners to make a perfect origami.
It does look really ominous when it’s red. I can’t wait to get to the point of development where I get to play around with the lantern, it’ll be more straight forward then a lot of the movement I’ve been doing to far. I have added a functional swing, and it’s sequence/code is a bit of a monster. And I’m not done with it yet. The more actions I add to the character the more aware I have to be of actions that can and cannot overlap. It took some tweaking but I got it to a point where the character’s actions don’t always take priority. The biggest problem I have with the swinging for now is the animation. It’s hard to create a fluid motion in the air as you flail about.
It works as intended and I even figured out a way for the arm and body to point towards the swinging location, but it’s very stiff. For every new feature there is some big problem. All I have to do is pour through more tutorials on swinging, I’m sure there are those who have figured out the best way or at least a decent way to handle this movement. This should be the last mechanic I add to the character, then he should be all done for the most part besides polishing. There’s so much to fix. The next steps are in sight.









