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#modnarthougts
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Sebuah pemikiran acak tentang kehidupan bersosial masa kini yang hanya dilakukan demi eksistensi. Seberapa tinggi tensimu untuk eksis, rekan?
#modnarthougts

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Week 6: Slow week
It was a pretty slow week this week, lots of distractions, and I think honestly iām a bit burnt out, and need a couple of days off. That being said
Character Controller
The hover mechanic within the CC is pretty much done, which I feel like I've been saying for a while, but I think iām over the hump.
Character Design
Iāve been focusing a lot on functionally and leaving design until we get a little further along... Iāve given Amajd the task to start looking into that. It will be a good next step and will aid in further functionality design
Week 5: One step back
Re-thinks and clean ups
Most of this week was rewriting and cleaning up code, so not a huge amount of progress was made. I wanted to sharpen up some of the mechanics in the character controller and realised that how i had implemented a few things was going to make things harder than they had to be, so I had to fix them up a bit... Itās not really bad news, just not exciting news.Ā
Part of this process was creating aĀ āpositionerā which will aid in the future development, but other than that, nothing new to report.Ā
Week 4: Character Controller
Error Handler
Solid v.1.0, and can put it on the back burner to move forward with other things. But it does itās job, and is functional.
Event Handler
Pretty much v.1.0, it works but hasnāt been put to much of a test. The character controller needs to be in a better place to start going crazy with it, but the framework is there.
Character Controller
Working on it, itās coming along, but Iām still feeling out how I want the character to move through and interact with the environment. So itās slow and steady at the momentĀ Ā

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Week 3: Error Handling 1.0
āYouāll never know how little you knowā
Error Handling
After much faffing about and learning how programming works, I think i finally cracked basic error handling. Every class can now report error that occur within them, and if they are attached to a GameObject, errors have GameObject and Script data so the handler part of the handler can tack back and fix problems. It still needs work, especially the handler (errorReporter() is pretty solid). But progress was made.
BGI (Background Information)
When I finally get to working on events (that may get renamed actions to avoid confusion with c# events) I want to have a every event (action) attched to a code that can be checked against the eventHandler() calling it... Basically allowing an eventHandler() to call multiple events without re performing checks every time. Anyway, these codes need to be generated, currently from components (but who knows what the future holds). The codes and identifiers are kept in a static List which I callĀ ābackground informationā the class that manages saidĀ ābackground informationā is call the bmiManager() filled with useful functions, making the bgi searchable and addable and all that stuff. It getting there, at least as a v1.0
Next Come eventManager() (maybe actionManager())
Once bmiManager() is up and running, we can get started on events and then the fun can finally get started.Ā
Week 2: Events lead to errors
āItās late and I want to go to sleepā
Event and Error managers
At the end of last week I had just started playing with a test for a breakaway ground mechanic.Ā
via GIPHY
I started with simply making a ground element kinematic (stuck in place) and then on a player collision, turning off kinematic, thus letting gravity do itās thing... THEN i thought about another way of doing it, by replace a solid ground object with a prefab of a bunch of smaller objects, this creates the effect of the ground actually breaking... both implementations were very, very basic, and would require work to get it functioning correctly, but it did get me thinking, it would be cool if instead of having a specific event on specific object, you could have universal/re-implementable events that can be called on pretty much any object that met itās requirements... But for that you need an even handler (or manager as iām calling it) and the thing about universal events is they come with universal errors which means error handling (which i again call management). This has been my entire focus this week and next week (maybe longer) will be working on this... that being said, iām not far from getting pretty functional code, and i am learning more everyday about c# which will benefit me as the project goes on... this does however mean there isnāt much exciting news this week.
Week 1: Again
āYou ever feel like you always starting the same projectā
Phase 1 - Started
P1 is all about figuring out macanics, zero design is planned during P1, main tasks are to develop a test area to play around with character controls and environmental macanics.
Character Controller
- Went with Rigidbody over CharacterController to maintain physics and have a bit more control, given the characterās simple form and basic movement range, the movement preciseness of CC was unnecessary.
Implemented
- Basic horizontal movement (needs work)
- Basic jump (ok)
Semi-Implemented
- Dash, currently on click, in direction of click (needs work and thinking)
- Sprint, currently on double tap (direction key), in direction of double tap (needs work, meh)
Environment
Testing destrucable walls, still needs a lot of work, probably will need to get more advanced models.
Implanted moving platform, probably wonāt end up using it, but solid for learning about animations
Need to think about interaction with rocks, physics intensive, and not convinced itās needed
Event Handler
Started development on a universal event handler for all triggerable events