TheYellowArchitect
TheYellowArchitect
Currently, if you close the game, you start all over. This imo isn't a problem, since the game is short, and players who have finished a level, can easily finish...
What if you play and suddenly you pull back and the wire of your controller gets unplugged? The game doesn't pause. **It should.** This is often a problem with problematic...
It just looks ugly.
When you die while in play mode, until you spawn at checkpoint (duration is 1.1 seconds), the character has an ugly IDLE pose. https://user-images.githubusercontent.com/25630803/186945662-9b9ad8aa-9f1a-4b2f-b8f7-a35883335e48.mp4 I do not know why. It...
**Description** There are 4 values which could be changed for different gameplay. This is speed and gravity. In short: - GroundSpeed - MidairSpeed - GravityGrounded - GravityMidair Changing any of...
Hard Merge is the process of merging a single tile onto a vertical/horizontal, and a vertical/horizontal onto a double. ![TilesLevelEditor](https://user-images.githubusercontent.com/25630803/186943783-121553a9-4b47-4610-b87f-ad65d0ba1b52.PNG) [This was pretty autistic to do](https://github.com/TheYellowArchitect/doubledamnation/blob/master/Assets/Co-Op%20Prototype/Scripts/LevelEditor/GroundTileManager.cs) Soft Merge is the...
Currently, whether you attack diagonally down or diagonally up or plain horizontal, it is irrelevant - except the hitbox of course. ![spearhitboxes](https://user-images.githubusercontent.com/25630803/186941636-12e0a353-fd94-431d-a476-bd174b4d4d4b.jpg) The above monster requiring a diagonal down attack...
It is no secret that the code for the enemies is **not** well-designed. After all, [it was made back in 2018, I didn't even know a design pattern back then](https://theyellowarchitect.com/blog/the-art-of-game-development-the-modern-polymath#programming)....
Description of this bug When enemies have a wall collision within -1 or +1 of their collisionPointX, [`sideWallDetected`](https://github.com/TheYellowArchitect/doubledamnation/blob/master/Assets/Co-Op%20Prototype/Scripts/Enemy%20AI/EnemyBehaviour.cs#L240) flag becomes true, and its logic makes enemies **not** move away from...
On a debug build, press RightShift + F10... Every [`timePerSnapshot`](https://github.com/TheYellowArchitect/doubledamnation/blob/master/Assets/Co-Op%20Prototype/Scripts/Netcoding/NetworkPositionInterpolationController.cs#L20) (50 milliseconds), the host sends the position to client (`Vector2`) This floods the network with useless snapshots, e.g. when warrior...