Day 8: GameJam #Redefine2021

Today I have added the first death animation: Death by falling. I have set the deadly height to be 4.8m for now which can be finetuned later on.I’ve also added a new transition for teleporting and dying (which also brings you back to the most recent teleporter) using the post-process stack v2.

Well, there really isn’t much to be said about the death animation. At first I have tried using a limit to the vertical velocity to cause death, but I decided to use the fall height as it seems to be more stable and understandable for the player. The fall height is calculated from the last point when the player was still grounded or moving upwards to the point when he touches ground again.

The animation is just a vertical squish of the player with a particle system and some gory sounds. It will change anyway when the player sprite is finished.

The new fade over from the current position to the new position is done using a secondary camera rendering to a render texture which is then fed to a post-process shader that does some maths on the UV coors etc. to create a transition.

The messiness of the shader graph makes you think that there might be some trial and error involved here…

Leave a Reply

Your email address will not be published. Required fields are marked *