The FIRST actual update of 2023! Hi!!
Well to start off, this might be kinda interesting as an update.
There's great news, and bad news. Let's get the bad out first.
I've made a decision, after days of thinking about it, that people may not like. It's gonna take a little bit longer to develop the game than anticipated, because I'm going to have to completely re-design and re-write the physics "system". Implement my own through observation.
I've been having too many frustrating issues with the current one, so I have to design a solution myself for this project.
The great news? I have ideas on what to do and how to do it! :) Introducing "SSBFRaycaster". My new WIP system will still be Physics.Raycast()-based, but will aim to be more efficient and event-based as in ACMD. There'll be different collider-types, but the base is the same.
The Character/Fighter/Etc. Raycaster will be for ground, ceiling, wall, and other collisions. Attack Raycaster is self-explanatory enough: hitboxes! For those not so tech-savvy, a Hitbox is a collision detector that looks for opponents, and when it hits, it will call a OnDamaged() event with info like damage% or HP lost, knockback information, effect flags, etc.
Interacting with AttackRaycaster will be HurtboxRaycaster, which, of course, reacts to Attacks and takes in the supplied damage values and knockback and applies them to the target.
StageRaycasters are just regular stage colliders: ground, different ground subtypes like grass or soil, soft and semi soft platforms, etc.
I'll be getting to work now, wish me luck!
~TF
2 comments