2nd verse, different character controller than the first!


When I started working on Mosblobo over the summer, I didn't really know what I wanted the game to be. I knew i wanted to make a 2D platformer with some sort of gimmick, but I wasn't sure what it should be. Once I had basic movement working, I started adding whatever easy to implement features I could so that I could make progress. I definitely got a better grasp of Unity by doing so, but in hindsight I wish I approached development a different way. For whatever reason, my character controller was a janky mess. Instead of adding random things like parallax scrolling, I wish I focused more on developing the core mechanics because I have made the unfortunate decision to start over. It sucks but I think it was a good decision.  

My new character controller has a lot of features that I'm very pleased with. Its nothing crazy, just standard things for the genre like coyote time, which gives the player a little wiggle room if they accidently hit jump after running off the edge, tweakable gravity for both upwards and downwards velocity, air jumps, and the ability to adjust the power of the jump by holding space down. I'm sure things like moving platforms and slopes are still going to be mildly annoying to get working, but the payoff is going to be much more worth it.

Having an adjustable jump in particular is going to be very important once explosive jumping gets implemented. I don't want it to be too much of a pain to line up your jumps with your explosion because you have to line your character and cursor up in a very specific way. Having an adjustable jump should allow the combination of jumping, throwing, and exploding to feel much more fluid.

My next step is to finish the explosives. I'm about halfway there I'd say. I have "bombs" that spawn in the direction of the mouse cursor, but I'm having a little bit of trouble getting them to actually move. 



She's gorgeous, absolutely gorgeous.

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