Physicality of objects

Smaller updates today for it was a busy day outside of game development. I put back the collision on the inspectable items when the player is close, since my previous logic had already fixed the issue of it being broken when walking away.

My main focus was improving the blueprint of the physics objects. Using the logic I had from the footsteps, I used the velocity of the object to affect the volume of its sound when interacting with the world. That way its sound is more varied and realistic. I made sure the particle effect of when it breaks also matches the object itself, at least in size for now. I will try to find better particle effects depending on the type of object that breaks. For now all I have is wood.

I have a few more to watch videos lined up, but I believe I will go back to working on the clock cottage again and also adding the new abilities because it is a big part of the game, and the first additional ability comes after defeating the first boss. There will always be tons I want to do, such as improve the menus, figure out how to create stylized effects. While those are important to me, other things must take priority such as important mechanics and more interesting stages.

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