Saturday, May 21, 2016

Day 6: Sinking Floor

Good news! We finally got a mesh for the actual state change cube object! A frame of mystical design and...slight shader programming changes. Since we're favoring emissive lighting, the Color parameter is now different from an EmissiveColor glow parameter and had to be slightly redone on the object. Otherwise, cool looks!


As for the big bug I fixed today, it was actually something that stemmed from a small issue: the feet of the character would sink through the floor on a sufficiently fast elevator. The fix? Create a separate collider object that would move below or above the actual mesh to match the sinking (or rising) feet of the character at high speeds. This also proved suitable enough to fix the trick elevator, a former Blueprint that moved above the player if they tried to reach it. Since the blueprint was fairly messy to begin with, I just deleted it and repurposed the C++ elevator for a uniform and well-working object:


And there's an alumni picnic! No rest for the wicked.

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