DI_STUGA2_HUELIS Update 2
Im nauseous…
The game is…well not really a game yet. But its coming together nicely and the various implementations of „mind bending“ gravity mechanics is slowly but surely getting DONE.
Since my last blog post I decided that, unlike before, that I dont want the whole game loop to be based on triggers and colliders to make the player interact with the world, since that resulted in a lot of constraints in movement and could end up in very linear level progression. What I implemented instead is various vector shenanigans that will make any programmers nails curls in horror.
The player now has, first of all, a gravity flip on shift, that preserves momentum… but furthermore it aligns its up-vector constantly with the surface normals of the ground which is a very un-elegant way to mess with physics but hey…it works (sort of). No, but in any case, honestly it works very well.

Also I ditched the flight zones to focus more on simple but iterative mechanics that get explored in various interesting and diverse ways.Okey I think thats it for now and with that…
Peace out, lendi:)
PS: Ignore the bad block out. Im not working on visuals yet