Grapple Gliders - Sprint 1

    For the first sprint, I tasked myself with starting up the super basics of the digital prototype: ground movement, jumping, and gliding. At kickoff, I wasn’t really sure what the level design would look like, so I decided to take care of the early programming. I did not do the grappling mechanic in this sprint because I wasn’t sure how the lead wanted it, so it was decided that he would do it in the next sprint. I also added the extra task of making the grapple target trigger, since it’s less work for the lead to program when trying to do the grappling mechanic.

Luckily, since 280 went over the new Unity Input System and an easy way to do movement, I was able to get that task finished pretty quickly. Although, at first, I didn’t realize that the player character wasn’t technically always moving “forward” since the camera angle didn’t change. Thankfully, that was a simple change.

Jumping was also easy as well since that was also covered in 280. For now, I left it so that the character can jump infinitely so I was able to test colliding with other things in the scene.

Doing the gliding mechanic turned out to be a lot harder than I expected it to be. At first I thought it was pretty simple, but nothing I did seemed to get my player character to do any kind of gliding motion. It would just fall like normal. I googled “gliding mechanic in unity” a ton of times and most of them were pretty complicated things that I didn’t understand or it used something that I couldn’t use. Funny thing is that I spent an entire afternoon trying to figure it out, but the thing that actually gave me something resembling a gliding move was a simple transform.Translate function. Of course, that’s probably not going to be used later, but it works for the preliminary basic movement.

I used a coroutine to do the gliding action, but I had a problem where it wouldn’t stop unless I used StopAllCoroutines();. I’m not sure why that happens.

While I was doing the gliding, one thing I realized was that we really should’ve considered working on the camera in this sprint because it really hindered my progress in programming the glider mechanic. I was talking to a friend (who knows coding much better than I do) about how to do this and she mentioned that I’d probably need to add in an input for tilting the character or at least changing the way that the character is pointing. So for now, getting the camera to rotate is my task at the moment. 

Other than how difficult doing the gliding mechanic was, I had a problem with the player character in that if I didn’t freeze its rotation, it’d just fall backwards for some reason. I’m still not sure why this happens, and I know we’ll need to figure out how to make it not do that if we want to utilize a more advanced gliding mechanic. While I was trying to program a simple camera rotation (click left/right arrow keys to rotate that direction respectively), I kept running into the problem of it just not happening at all. The debug log showed me that it always kept staying in the “performed” state and wouldn’t move to “canceled” unless I clicked out of the game window. Even though I asked my friend for help, I still wasn’t able to figure it out.

Overall, I think for this first sprint, I was able to do my tasks and not stress out over finishing it, which is honestly a bit of a first for me. That makes me kind of proud. I mainly just hope that I can keep it up for the rest of the semester.


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