Next up
Since my last post, I have started reworking on the tile collision system present in the game,
I once again used Shaun Spalding's implementation, but this time it was a little harder to make because I used a state system for the player movement.
I started implementing the UI for the level editor. I also added decreased damage over distance. I uploaded 2 pictures, the first is the drop menu I have been working on, and the second is the function for damage over time represented in a graph.
I have redesigned the jumping system to be more like Mario's (short press - short jump, long press - high jump).
Because of that I also discovered a very annoying bug in my code where on slopes the jump is slightly higher than it is supposed to be.
Another house i made long time ago.
I have added rewards for quests so that villagers can give you something in return for your hard work helping them. đĨŗ
I want to know - what's your favourite quest reward?
I was bored, so... ManutKat.
Family band complete!
Distrust - HUMERUS (with dirty shade) Papyrus isn`t small. It's possible that I didn't draw him well, but he crouched down and bent towards us. I'm still bad at moments like this
đ Passion project of two friends and IT geeks. đšī¸ We love trains and programming. We wanted to create something unique.
đ Rail Route is a management/tycoon/puzzle game based on railroad dispatching. #MadeInUnity [a few Steam demo keys in comments]










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