quotingIt's been a while since I actually worked on that game and now I'm realizing that some of the "technical jank" was actually intentional design choices and I had a very good reason for writing the code how I did.
nevent1q…mdm3
I basically had to design 4 different control schemes for 4 possible directions in 2D space and not having it "generalized" to every possible angle was intentional because that would be impossible for the player to understand. Now I need to figure out if 3D first person changes that or if I need to lock control schemes to a cube setup with one of 6 possible directions.
Honestly the latter feels way more jank but it might not matter if the level design is done correctly.
nevent1q…rjuz
Fe₂🦀₃⋅H₂🦀 on Nostr: this is one of those weird cases where problems might actually just "take care of ...
this is one of those weird cases where problems might actually just "take care of themselves" in 3D because in 2D space a generalized control angle would be incomprehensible to your average person (myself included) but in first person, it feels very intuitive... at least in my head.