By this point I had put together a test area for climbing, using the player's height as a reference, but the next stage was to figure out the jump heights and distances. This wasn't as simple how far or high the player can just, though that was the basis of it.
I first figured out the character jump height, by getting the character's height reference,, putting it next to the controller and testing out the effect of different values to get a height that was just right, this ended up being just under half the character's height, something plausible for them to do. This also made sure that they could jump up the lowest climbing blocks, and get some extra height for climbing. I tweaked the gravity so that it was not too light and floating or heavy and unforgiving. After figuring out the height, that then set me up for figuring out the distance.
Though it isn't quite that simple, first we have to decide what they player's movement speed will be, and once a natural movement speed is found there may need to be more tweaks made to the gravity or jump force, though in my case there weren't. After this had been decided I set up two blocks, and tested different jump distances and got measurements for jumps that were impossible, very tricky to make, a challenge, mid-range and easy jumps.
I then took the character's jump height into consideration and did tests for impossible and maximum jump distances for jumping to a ledge just above, just below and far below. This all took a while, moving blocks very slightly one way or another to see if the character can still make it. The curved shape of the capsule collider on the controller was also something to look out for, as you may sometimes make a jump, but only the edge of the character controller has made the landing.
I then made reference blocks for building the levels later on, so distances can be easily implemented without worrying about the player being able to make the jump.
Although this all went well I did make a mistake, when we met as a group we decided that the character was moving too slowly, which looking at the movement with refreshed eyes I agreed with. This means that the jump distances would need to be re-measured, of course this won't take as long as it did the first time, the frame work and jump test area is already in place, it just needs a bit of tweaking.
This whole process taught me just how useful these test areas are, and having different types of blocks and jumps measured out allows me when building the grey boxes to put in the exact jumps I want to. Monika can also use them whilst turning the grey boxes into environment pieces.
This process caused me to end up with a more overall fleshed out testing area.
This process caused me to end up with a more overall fleshed out testing area.
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