Coding skills: Part 1
- neelvinay17
- Aug 23, 2023
- 1 min read
While I generally tend to skim over the coding aspect in the blogs explaining what I did for the day, I rarely delve into what the actual process for the coding is. So, I've decided I want to create a new string of blogs to record the process of thinking about how to write the code, slightly more specific explanations behind how I did what I did, and whether I took inspiration from another game, or another snippet of code. Starting with the first part, I want to talk about the specific details of how I created the player locomotion for the first part of when I started the new game. To begin, I wanted to do things differently from my last game. And so, I had decided to install a input manager, which would create an input actions component, which I could then adjust for different controls for the game. This would be done using the action map, which I could then use bindings with to create simple player movement. So rather than using code and using "ifKeyIsPressed", this allows me to manage most of the player input without the hassle of coding it in. I then used the input system manager to manage the project settings, reducing the key hold time from 0.5s to 0s. This made it so that there was no input latency from when the player pressed the key, and the action was performed immediatly. In fast paced games where every move is critical, having input lag will only cause frustration.
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