Qwasome Punch!
Hello!
In the last month I have been able to add one of the main abilities of Qwasome Quail, the Qwasome Punch!
I wanted the punch to serve a few purposes.
1: To act as a powerful punch and dash...
2: To act as the dodge mechanic of the character, hence the dash.
3: To act as another mobility function
So, to accomplish this I went in and programmed an Add Force to the rigidbody2D, constrained the Y axis so the character doesn't move up or down, and added in a Ray that detects if you collide with a wall so I can disable the force. By disabling the force it stops the character from jittering into wall and objects.
And, tada, it worked! I tinkered around with it a little to tweak it but it didn't take long for the main function of it to be working as I liked.
But, there was an issue. Since the character can fly, you could combine the two and Punch forever almost, at least until you hit the ground. So to fix this, I added in a Int Variable labeled as punchCount. The count increments if you execute a Punch and of course, if you are over one and haven't touched the ground you can't punch. When you hit the ground the variable resets to zero and you can punch as much as you want while you are on the ground. Don't worry! There is a variable for cool-down in between attacks as well.
So the functionality was working but it was missing the game feel effect.
How did I fix that?
I created a particle object that replicate the character's after effect dash. Think the Flash as he runs and the energy effect he leaves behind.
And now I believe its a beautiful move for the game. But by no means is it finished, its just good enough to continue the next step of production.
Stay tuned for the next update: its teased in the screenshot with the pine cone enemy to the left!
Qwasome Quail
SuperBird Platforming Adventure!
Status | In development |
Author | Alympyan Arts |
Genre | Platformer, Role Playing |
Tags | 2D, Pixel Art, Retro, Singleplayer, Superhero |
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