Devlog #2 "Blink"-ing is Believing


Shortly after writing the last devlog, the edge cases were really bugging me, so I took a step back and realized what the real issue was. Let's think about it for a second, the reason why you couldn't teleport under specific circumstances is because all the head checks failed, right? And so I looked into it, and the teleport location was being set regardless of if the player could actually teleport or not. Adding in a quick check before setting the teleport / cursor locations fixed it! Now the system is 100% reliable and works under every circumstance that I tested, now I'm sure there are some very obscure fail-cases but in normal gameplay how often would they happen? Good enough for me.

Aiming far under a platform, now leaves the teleport location in the last spot where it last passed all checks.Aiming at a corner now also leaves the teleport location in the last spot where it passed all checks.

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