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Steam News3 September 20223y ago

August 2022 Development Logs

Development Logs 8/1/22 - 8/12/22 - Added in Platform Interactable Types - Updated damage from falling to now be referred to as Kinematic Damage - Got a new domain for my personal site which will contain all to know abo

Full notes

Full Timelines: Frame of Mind update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix3 additions1 change0 removals
  • Balance
  • Gameplay
  • UI and audio
addedDevelopment Logs8/1/22 - 8/12/22 - Added in Platform Interactable Types - Updated damage from falling to now be referred to as Kinematic Damage - Got a new domain for my personal site which will contain all to know about me and devlogs for my projects - Continued with controls for moveable objects - Updated Camera Dynamics to provide more of a bounce / bob based on motion and velocity - Added in movement restrictions for Movable Objects, allowing the possibility to have track based interactions - Updated input axis detection to be mathematically correct, even when Velocity is 0'ed - Updated Deadzone Detection to account for all 4 directions for Movable Objects, preventing ramming - Continued working on my personal site
addedDevelopment Logs8/12/22 - 8/24/22 - Released my personal site to the public, to show updates in realtime on game development, along with an About Me - Added in Newton Buttons - Added in Step Detection for the controller - Added in new controls for temporary usage of continuous velocity for Physics actions - Upgraded deadzone detection to better handle upper hits, above what Cole will be able to step over - Upgraded deadzone detection to be less computationally expensive, and attempted follow Newton's Third Law of Motion - Removed Newton's Third Law as the collision detection upgrade was already working, and Force really didn't do anything - Updated the deadzone architecture to properly calculate collisions on a lightweight level and much more reliable behavior - Updated the Player Physics Collider to a reusable component for interactable objects - Restructured the Physics Collider to now be able to handle collisions correctly… FINALLY! - Updated Cubic Collisions… again, so now they work as intended
addedDevelopment Logs8/24/22 - 8/27/22 - Added in rotational calculation for moving interactable objects around - Began restructuring the controller architecture after finding inefficacies, resulting in bad Physics behaviors, including collisions - Restored all Locomotive and Physics System components, now mathematically correct and lightweight without the need for any complicated calculations or tweaks
changedDevelopment Logs8/27/22 - 8/31/22 - Updated jumping to now allow the player to charge their jumps ahead of time, but only perform the jump if they move - Made the Trajectory Visualizer turn red if the player doesn't move and charges their jump, showing that they can't jump unless they move - Updated Force to be Physically correct, so Force Level is now Net Force based on weight and velocity: (Net Force = Normal Force + Gravity Force) - Adjusted state checking for the controller, allowing correct control and interface - Attempted a few theories and methods for controller stepping - Reconstructed the Physics Collision component to handle ground states and stepping - FINALLY got controller stepping to be smooth and minimally structured
fixedBug FixesFixed a collision detection issue with the controller where extra flag bits would be add, despite the area of collision not meeting the proper conditions - Fixed a bug where axis restrictions would prevent mixing axes, preventing special Movable Object track types - Fixed a bug where deadzone detection of Movable Objects would not have their vectors in the right directions - Fixed a bug where deadzone detection would not work correctly if Cole faced Quadrants other than 1 - Fixed a bug where Moveable Objects would have their positions update on player rotation, instead of staying in their original spots - Fixed a bug where deadzone detection wouldn't handle corners correctly, allowing the player to ram through walls - Fixed a bug where the step detection would not detect a viable surface if the ground floor was tilted - Fixed a bug where stepping over obstacles would keep Cole moving continuously, despite already being on the ground and needing the player to handle input manually - Fixed a bug where Cole would hit a surface, and then even after he turned away, he would halt in place multiple times - Fixed a bug where Cole would not detect an upper surface keeping him from moving, despite there actually being one he's interacting with - Fixed a bug where Newton's Third Law was over calculated, causing Cole to launch instead of feeling recoil - Fixed calculation issues with collision angles and deadzones, making interactions unstable - Fixed a bug where Physics Collisions would not calculate the closest point, preventing the proper accountability of deadzones - Fixed a bug where the Dot Product of collisions would not return the proper value - Fixed a bug where Cole would still ram through the wall even though a collision occurred that's supposed to stop his velocity - Fixed a bug where Cole would be able to ram and phase interactable objects through walls, despite a collision happening, preventing movement, and then for some reason disabling the halt - Fixed a bug where interaction halting would not occur, despite Cole being in the proper scenario - Fixed a bug where ground checking would be incorrectly unflagged, despite the ground still being below Cole - Fixed an architectural issue where collision calculation would case cubic collisions to still cause temporary halting, then phasing if movement was still continued in the direction of the collision - Fixed a bug where the Trajectory Visualizer would not reset if Cole fell before the player could move and release the jump button - Fixed a bug where Cole would remain stuck on a wall if he jumped and crashed into one - Fixed a bug where Cole would face the wrong direction if the player rotated perspective - Fixed a bug where Cole would stop jumping after the player released the jump button, after charging their jump and tried to run - Fixed a bug where Cole would freeze in place when trying to step over objects - Fixed a bug where a slight jitter would occur when Cole is trying to step over a platform - Fixed a bug where Cole would get stuck in place on a wall if the player was on the ground, charged a jump, tried to sprint, and tried to jump - Fixed a bug where Force would build up, even though conditions would not allow Velocity to get above 0, such as trying to ram a wall - Fixed a test build mishap where the layout, settings, and physics calculations would pretty much not run and just flat out disappear

Timelines: Frame of Mind changes

added8/1/22 - 8/12/22 - Added in Platform Interactable Types - Updated damage from falling to now be referred to as Kinematic Damage - Got a new domain for my personal site which will contain all to know about me and devlogs for my projects - Continued with controls for moveable objects - Updated Camera Dynamics to provide more of a bounce / bob based on motion and velocity - Added in movement restrictions for Movable Objects, allowing the possibility to have track based interactions - Updated input axis detection to be mathematically correct, even when Velocity is 0'ed - Updated Deadzone Detection to account for all 4 directions for Movable Objects, preventing ramming - Continued working on my personal site
added8/12/22 - 8/24/22 - Released my personal site to the public, to show updates in realtime on game development, along with an About Me - Added in Newton Buttons - Added in Step Detection for the controller - Added in new controls for temporary usage of continuous velocity for Physics actions - Upgraded deadzone detection to better handle upper hits, above what Cole will be able to step over - Upgraded deadzone detection to be less computationally expensive, and attempted follow Newton's Third Law of Motion - Removed Newton's Third Law as the collision detection upgrade was already working, and Force really didn't do anything - Updated the deadzone architecture to properly calculate collisions on a lightweight level and much more reliable behavior - Updated the Player Physics Collider to a reusable component for interactable objects - Restructured the Physics Collider to now be able to handle collisions correctly… FINALLY! - Updated Cubic Collisions… again, so now they work as intended
added8/24/22 - 8/27/22 - Added in rotational calculation for moving interactable objects around - Began restructuring the controller architecture after finding inefficacies, resulting in bad Physics behaviors, including collisions - Restored all Locomotive and Physics System components, now mathematically correct and lightweight without the need for any complicated calculations or tweaks
changed8/27/22 - 8/31/22 - Updated jumping to now allow the player to charge their jumps ahead of time, but only perform the jump if they move - Made the Trajectory Visualizer turn red if the player doesn't move and charges their jump, showing that they can't jump unless they move - Updated Force to be Physically correct, so Force Level is now Net Force based on weight and velocity: (Net Force = Normal Force + Gravity Force) - Adjusted state checking for the controller, allowing correct control and interface - Attempted a few theories and methods for controller stepping - Reconstructed the Physics Collision component to handle ground states and stepping - FINALLY got controller stepping to be smooth and minimally structured
fixedFixed a collision detection issue with the controller where extra flag bits would be add, despite the area of collision not meeting the proper conditions - Fixed a bug where axis restrictions would prevent mixing axes, preventing special Movable Object track types - Fixed a bug where deadzone detection of Movable Objects would not have their vectors in the right directions - Fixed a bug where deadzone detection would not work correctly if Cole faced Quadrants other than 1 - Fixed a bug where Moveable Objects would have their positions update on player rotation, instead of staying in their original spots - Fixed a bug where deadzone detection wouldn't handle corners correctly, allowing the player to ram through walls - Fixed a bug where the step detection would not detect a viable surface if the ground floor was tilted - Fixed a bug where stepping over obstacles would keep Cole moving continuously, despite already being on the ground and needing the player to handle input manually - Fixed a bug where Cole would hit a surface, and then even after he turned away, he would halt in place multiple times - Fixed a bug where Cole would not detect an upper surface keeping him from moving, despite there actually being one he's interacting with - Fixed a bug where Newton's Third Law was over calculated, causing Cole to launch instead of feeling recoil - Fixed calculation issues with collision angles and deadzones, making interactions unstable - Fixed a bug where Physics Collisions would not calculate the closest point, preventing the proper accountability of deadzones - Fixed a bug where the Dot Product of collisions would not return the proper value - Fixed a bug where Cole would still ram through the wall even though a collision occurred that's supposed to stop his velocity - Fixed a bug where Cole would be able to ram and phase interactable objects through walls, despite a collision happening, preventing movement, and then for some reason disabling the halt - Fixed a bug where interaction halting would not occur, despite Cole being in the proper scenario - Fixed a bug where ground checking would be incorrectly unflagged, despite the ground still being below Cole - Fixed an architectural issue where collision calculation would case cubic collisions to still cause temporary halting, then phasing if movement was still continued in the direction of the collision - Fixed a bug where the Trajectory Visualizer would not reset if Cole fell before the player could move and release the jump button - Fixed a bug where Cole would remain stuck on a wall if he jumped and crashed into one - Fixed a bug where Cole would face the wrong direction if the player rotated perspective - Fixed a bug where Cole would stop jumping after the player released the jump button, after charging their jump and tried to run - Fixed a bug where Cole would freeze in place when trying to step over objects - Fixed a bug where a slight jitter would occur when Cole is trying to step over a platform - Fixed a bug where Cole would get stuck in place on a wall if the player was on the ground, charged a jump, tried to sprint, and tried to jump - Fixed a bug where Force would build up, even though conditions would not allow Velocity to get above 0, such as trying to ram a wall - Fixed a test build mishap where the layout, settings, and physics calculations would pretty much not run and just flat out disappear

Development Logs

8/1/22 - 8/12/22 - Added in Platform Interactable Types - Updated damage from falling to now be referred to as Kinematic Damage - Got a new domain for my personal site which will contain all to know about me and devlogs for my projects - Continued with controls for moveable objects - Updated Camera Dynamics to provide more of a bounce / bob based on motion and velocity - Added in movement restrictions for Movable Objects, allowing the possibility to have track based interactions - Updated input axis detection to be mathematically correct, even when Velocity is 0'ed - Updated Deadzone Detection to account for all 4 directions for Movable Objects, preventing ramming - Continued working on my personal site

8/12/22 - 8/24/22 - Released my personal site to the public, to show updates in realtime on game development, along with an About Me - Added in Newton Buttons - Added in Step Detection for the controller - Added in new controls for temporary usage of continuous velocity for Physics actions - Upgraded deadzone detection to better handle upper hits, above what Cole will be able to step over - Upgraded deadzone detection to be less computationally expensive, and attempted follow Newton's Third Law of Motion - Removed Newton's Third Law as the collision detection upgrade was already working, and Force really didn't do anything - Updated the deadzone architecture to properly calculate collisions on a lightweight level and much more reliable behavior - Updated the Player Physics Collider to a reusable component for interactable objects - Restructured the Physics Collider to now be able to handle collisions correctly… FINALLY! - Updated Cubic Collisions… again, so now they work as intended

8/24/22 - 8/27/22 - Added in rotational calculation for moving interactable objects around - Began restructuring the controller architecture after finding inefficacies, resulting in bad Physics behaviors, including collisions - Restored all Locomotive and Physics System components, now mathematically correct and lightweight without the need for any complicated calculations or tweaks

8/27/22 - 8/31/22 - Updated jumping to now allow the player to charge their jumps ahead of time, but only perform the jump if they move - Made the Trajectory Visualizer turn red if the player doesn't move and charges their jump, showing that they can't jump unless they move - Updated Force to be Physically correct, so Force Level is now Net Force based on weight and velocity: (Net Force = Normal Force + Gravity Force) - Adjusted state checking for the controller, allowing correct control and interface - Attempted a few theories and methods for controller stepping - Reconstructed the Physics Collision component to handle ground states and stepping - FINALLY got controller stepping to be smooth and minimally structured

Bug Fixes

  • Fixed a collision detection issue with the controller where extra flag bits would be add, despite the area of collision not meeting the proper conditions - Fixed a bug where axis restrictions would prevent mixing axes, preventing special Movable Object track types - Fixed a bug where deadzone detection of Movable Objects would not have their vectors in the right directions - Fixed a bug where deadzone detection would not work correctly if Cole faced Quadrants other than 1 - Fixed a bug where Moveable Objects would have their positions update on player rotation, instead of staying in their original spots - Fixed a bug where deadzone detection wouldn't handle corners correctly, allowing the player to ram through walls - Fixed a bug where the step detection would not detect a viable surface if the ground floor was tilted - Fixed a bug where stepping over obstacles would keep Cole moving continuously, despite already being on the ground and needing the player to handle input manually - Fixed a bug where Cole would hit a surface, and then even after he turned away, he would halt in place multiple times - Fixed a bug where Cole would not detect an upper surface keeping him from moving, despite there actually being one he's interacting with - Fixed a bug where Newton's Third Law was over calculated, causing Cole to launch instead of feeling recoil - Fixed calculation issues with collision angles and deadzones, making interactions unstable - Fixed a bug where Physics Collisions would not calculate the closest point, preventing the proper accountability of deadzones - Fixed a bug where the Dot Product of collisions would not return the proper value - Fixed a bug where Cole would still ram through the wall even though a collision occurred that's supposed to stop his velocity - Fixed a bug where Cole would be able to ram and phase interactable objects through walls, despite a collision happening, preventing movement, and then for some reason disabling the halt - Fixed a bug where interaction halting would not occur, despite Cole being in the proper scenario - Fixed a bug where ground checking would be incorrectly unflagged, despite the ground still being below Cole - Fixed an architectural issue where collision calculation would case cubic collisions to still cause temporary halting, then phasing if movement was still continued in the direction of the collision - Fixed a bug where the Trajectory Visualizer would not reset if Cole fell before the player could move and release the jump button - Fixed a bug where Cole would remain stuck on a wall if he jumped and crashed into one - Fixed a bug where Cole would face the wrong direction if the player rotated perspective - Fixed a bug where Cole would stop jumping after the player released the jump button, after charging their jump and tried to run - Fixed a bug where Cole would freeze in place when trying to step over objects - Fixed a bug where a slight jitter would occur when Cole is trying to step over a platform - Fixed a bug where Cole would get stuck in place on a wall if the player was on the ground, charged a jump, tried to sprint, and tried to jump - Fixed a bug where Force would build up, even though conditions would not allow Velocity to get above 0, such as trying to ram a wall - Fixed a test build mishap where the layout, settings, and physics calculations would pretty much not run and just flat out disappear

Source

Steam News / 3 September 2022

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