Player update#9
Conversation
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Can you elaborate on "Camera was in awkward position" ? Comparisons (can be observed at the position of the nails on the wall) : The original (vkQuake) vkQuake.2023-06-26.19-20-29-666.mp4Your changes Godot_v4.0.3-stable_win64.2023-06-26.19-15-00-255.mp4Before the changes Godot_v4.0.3-stable_win64.2023-06-26.19-16-15-997.mp4And the swimming code you've noted as WIP looks OK. But it didn't work as expected yet. Godot_v4.0.3-stable_win64.2023-06-26.19-27-02-237.mp4 |
Screen.Recording.2023-06-28.at.8.54.57.PM.mp4 |
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| [node name="around" type="Node3D" parent="."] | ||
| transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.688, 0) | ||
| transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.08165e-12, 0.688, 2.08165e-12) |
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Likely the latter. imo, that number seems very precise enough to me.
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I tried updating by typing 0 in the editor but it doesn't want to actually set it to 0 just keeps the odd number...
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Haven't you added water sounds, right ? and it'll be better if you'd fix the collision box when a player is trying to swim up to a water surface. I would appreciate it ^^ Godot_v4.0.3-stable_win64.2023-07-01.01-44-06-268.mp4 |
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No water enter sounds ("splashing") yet, but that would be easy to add. The player is currently able to bounce on top of the water, by jumping or swimming up, which is not ideal, but no worse than before. I think as an improvement, perhaps the player should not be able to swim/jump up more than half the bbox height out of water. But that would also mean that there needs to be updates to how "getting out of water" works when near a step or solid object -- perhaps by increasing the valid step height while in liquid to include the total height of the player? |
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After my investigation. Let's say there are 2 crucial height points to check :
Both points can be a very short box or something similar and must touch the water to be considered as they're moving in water. See how : vkQuake.2023-07-01.04-16-44-537.mp4In the clip, You can see the player would fall out immediately when their feet are out of the water. Why needed Point B ? Point A alone will do stuff anyways.Check out E4M2. vkQuake.2023-07-01.04-16-10-339.mp4The pool in E4M2 has a very thin water volume. The player couldn't even move in the water volume, despite Point A colliding with it. This is because their feet are already out of the water, making Point B doesn't collide. Or even if Point B collides with water (their feet are inside the water) if Point A (their upper half body) doesn't collide with the water. It wouldn't be considered that they're moving in the water. And sure, our implementation could do. which it shouldn't. Godot_v4.0.3-stable_win64.2023-07-01.04-22-04-288.mp4This is my pure assumption. But should work in this situation :) |
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Also, I found a good source about the Quake metrics So, I will write it some of them here. And include Godot units too.
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We can use |
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There's also something we can decide to do, is ask if we want to implement "all the features", or work in a more incremental way, where we can have more peace-meal player improvements across many PR's. I don't know if we will successfully implement all the player features at once. Also I will be away this weekend, so won't touch this until later Monday or Tuesday. |
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To make it more like in the original behaviour |
…ng behave more like traditional quake behaviour
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Swimming should feel more like traditional game now (maybe not exactly, but closer) (should address: #9 (comment)) |
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Looks better ! it's around 800 or 25 in Godot unit. |






Why?
Player code needs improvement
What?