As part of an assignment I'm required to make a blog post about the team members of Polycryst. To start this off I'm going to make a piece on my fellow year one peer James Addison, a programmer that transferred from the online course and is now helping with the development of Polycryst. I'll be going through what's his done for the project so far.
originally in Polycryst's previous iterations jumping worked along the basic lines of
"is the player touching a surface.... all right cool they can jump and continue jumping"
This acted as a exploit for many levels and made going through the levels less streamlined and rotation based, by instead flowing like small tubes the player jumps through quickly. What James modified in the character controller allowed it to calculate where the roof was so that players can't jump off it. This allowed the games jumping to become more refined to what it is now.
Code Clean up
When James first looked into Polycryst's code it was structured in a way that made adding changes really inefficient, one of them being the character controller game object and actual controls where all within one class. This meant that if any changes where to happen to the character and not the controls with would make it rather difficult.
James however fixed all this and has streamlined the entire code base which has sped up mechanic implementation outstandingly.
Physical and Automatic Rotation
When me and James both saw the version of Polycryst that was presented to us, we both noticed that it was missing level pieces that rotated without the player inputs or pieces that moved when the player gave it kinetic force. Just recently this was added and it has opened up the design for new levels with this mechanic.
Grow and Shrink zones
Ryan James asked for this mechanic that included when the player moved through certain zones it would change their size allowing them to entire zones they normally wouldn't be allowed through. It has since then been implemented and works really well with the other presentable sections of the game.
Colour gates was a mechanic that came during my early pre production and no one had a good idea/vision of what it was supposed to be. So James worked with a lot of guest work on what it could be and what we ended up getting was a perfectly sound mechanic that worked well and everyone agreed on as a team.
Ever since James implemented the mechanic of waypoints it has opened the gates up for making levels, there was no such thing as moving platforms or obstacles in Polycryst before this.
Waypoints are a prefab made up of 3 empty gameobjects with a gizmo attached to all of them acting as pivot poitns for a moving object. You throw the moving object code on the gameobject of choice and you can control how many waypoints it has and what speed it will travel at.
Final note: With the addition of James to the project it has been moving along steadily and smoothly with him implementing mechanics at an amazing rate and of high quality.