Devlog 2 is out now! I have some things I want to go over and the default post length here on Game Jolt isn't long enough for everything.
So, I've put out 2 devlogs in about as many days. That's a lot of devlog for a single person on a game that is very early on in production. This was somewhat intentional.
The first devlog showed that I had camera movement set up after months of not working on the game. I made that one mostly to show that I was working on the project again. It was kind of like when Cyberpunk's Twitter page tweeted out "BEEP" after years of silence.
The second devlog, out now, shows that I have added and implemented both crouching and jumping. Crouching alone took over a day to get "right" and nice looking. After this, I have all the core movement of the game implemented. All I really want to do now is mess with numbers to get those things working as I want, so they feel good.
As for the future of devlogs, they will be less frequent starting now. I don't want to be making tons of devlogs with very small differences in what's shown. This is discussed in the video linked, but this will be easier for some to read.
As I mention in the video, the next devlog will likely be once I finish my dev-playground. This little "playground" will be what I use to really nail down the feel of the movement. Right now, as discussed in the video, the jump is very floaty. It's almost like what I imagine jumping on the moon is like. I don't want this to be the case.
The crouching is also potentially a bit high, even though Unreal claims it's 40 cm. These two things are what I need to mess with most. Unreal's scale confuses me with how it's measured.
Besides that, I want to be able to actually show what the gameplay will be like for my next devlog. The flat plane I have now isn't good for showing jumping or crouching as there's no sense of scale or height right now. I can't tell easily how low I crouch or how high I jump. That makes showing the "game" difficult.
Another reason devlogs will slow is because, for example, showing a new platform/rock to demonstrate jumping just doesn't feel like it's worth a video. What is worth a video, however, is having a full area to showcase the various movement mechanics like jumping and crouching.
Something that sometimes comes with crouching is sliding. As discussed in the devlog, I don't know if sliding will be a mechanic in Project Torment for two reasons. I don't know if it will fit the feeling I want the game to convey. The second reason being that I'm not sure how to implement it. The second reason can be fixed, probably simply. The first reason, however, is very important. If sliding doesn't feel right for the game, then I won't be adding it.
That's it for the article, I hope it all makes sense and isn't too rambling.
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