Isak Åslund

  • # Solo Developer

Overview

The precise logic for the interactions with the ball is too big to go over here but here is an overview of the flow:

  • Drop - Detach from Actor -> Enable Physics
  • Grab - Disable Physics -> Attach Ball to Player
  • On Interact - Box Trace for Player -> hit == true ? Pass : Throw
  • Throw - On Interact -> Drop -> ( Actor Forward * Hold Duration ) -> Set Velocity
  • Pass - On Interact -> Box Trace for Player -> Suggest Velocity Moving Target -> Set Velocity

Throw vs Pass

  • Throwing and Passing should be handled by the same input.
  • Passing should be easy to perform and not rely on skill.
  • Throwing should feel dynamic and skilful.

Since I don't want the player to feel a loss of control when throwing vs. passing. I decided that a Pass should be performed on pressed, and a Throw on hold.

In actuality the action is always done on release, but if the Elapsed Time is greater than a threshold of .15s the ball is thrown otherwise it is passed.

Dolly Zoom

To enhance the feeling of the throwing mechanic, I created a dolly zoom effect for the build up during the hold duration for a throw.