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REBUILDING THE ENTIRE SYSTEM THAT'S FUN & EASY TO USE

If you want something to work, you'd better make it yourself!

At least that's how things usually turn out . . . Eventually.

So in my last entry, I quickly jumbled up some of the key movement features I'd wish to see in EOTH. However, the results were subpar at best, and were doomed to fail: It was glitch-tastic and riddled with bugs. But that didn't discourage me from marching forward. I want to see this game being made (at the very-least the tech demo), and prove all the naysayers wrong! Haha!

In order to do that, I had to completely-rethink my approach, and had to tackle the issue of creating what my heart desires. I started by completely rebuilding the base of the climbing system, which took wa-a-a-a-ay longer than I thought (went through a lot of iterations, and ultimately ended up with this one). It still has some major bugs/issues that need attention, but the aim to create a solid gameplay mechanic is slowly coming to life. Now, our little hero can jump over or jump on smaller obstacles, or climb ledges that are not bound to any particular shape. Whilst all done by "automatic" recognition of actions. A core design decision, to limit the need to be an über-pro gamer, who knows how and when to smash the keyboard; at the exact millisecond. Although this is an ARPG, I wish to stray away from the ideology of "Doing everything yourself, because that's fun" (which usually fails, due to certain limitations, etc.), to a more gamer friendly one that is easy enough that anyone, even your mom could play it (took this old-school slang from Mr. Brevik. Blame them for this! LOL). What this means is that there will be as few of frustrating features as possible. This will not affect the nature of the core gameplay, nor become a hand-holding competition, where everything is spoon-fed to you, and you've nothing to do (besides clicking the left mouse button once in a while).

Below you'll see the first two phases of this, where I started to make sense of my ideas. I'm hoping that other's will agree that these quality of life changes will only benefit the player, and even elevate the action aspect of the game. Well you know, because that's the core premise after all. Right? Of course it is!

However, before continuing with the climbing system, I must address the issue of navigation. It drives me nuts, as I'm testing the code. It's a constant struggle between me and that basic "Move to mouse location" script (e.g., It's really difficult to line up the character to get close to a wall). It has to go. There's no other way. But the question is, Can I make a better one? Will see in the next update I suppose! Hopefully. Not a promise, but a foresight! Haha.

[Pushing this project too hard; don't blame me for being a bit exhausted! :)]

Link in case the video above is broken: https://youtu.be/YMyBkeCh7Ro

Link in case the video above is broken: https://youtu.be/3Ms5-DNDJCU

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