(This is primarily for testing, but feedback on the player/level design would be appreciated.)
Controls

Running/climbing - WASD/Arrow keys/D-pad/Left joystick
Jumping - Space bar/south gamepad button
Wallclinging - E/triggers/bumpers
Debug respawn - 1
Debug reload scene - 2

Dev times:
Glitchless - 33.68 seconds
any% - 1.11 seconds

This is a custom 2D AABB physics engine for Unity I'm making. The physics for this project doesn't rely on anything from Unity, so no rigidbodies, colliders or raycasts. The idea for AABB is that everything is represented by a simple rectangle that can't be rotated. The benefits are pixel perfect collisions no matter what speed objects are moving, with the downside being that everything must be a rectangle than can't be rotated (and its just 2D). I was primarily inspired by the physics from Celeste which are described in this article: https://maddymakesgames.com/articles/celeste_and_towerfall_physics/index.html.  The real difficult part of this project has been building a convenient framework around the basic physics to make it easy to use in actual projects. On that front, I'm taking a lot of inspiration from Unity by making MonoBehaviour components for specific things like basic boxes, or tile maps, as well as interfaces for subscribing to things like OnCollisionEnter. I'm hoping to eventually integrate this into my main metroidvania project, as well as any other 2D games I end up working on.

Resources I've found on my journey: https://docs.google.com/document/d/14jEc-MFeyjrY70VUEePctyTduvU6m0NLOb2CuampESM/...

StatusPrototype
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorBrevillo
GenrePlatformer

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