Art Blog |
Cova: City of Rahm
The Ladder Problem
Cova: City of Rahm Development Blog
The Ladder Problem
During the time of development for Cova, I reached out to help the team with a problem with their ladders. Whenever the main
character would climb a ladder, she would do the animation in the incorrect location. While at the top of the ladder
to climb down, the character would teleport into the air and play the climb down animation and end at the top of the ladder.
When the animation was over, the player was teleported to the bottom of the ladder. The character ladder animation was created
with the character physically moving in space rather that in place due to time constraints. I helped with a small system to help
My first attempt at this problem was to teleport the character to the top or bottom of the ladder so the animation would line up
correctly. However, I quickly realized that by doing this, it would trigger the overlap events for the opposite animation. An extra
bit was added to turn off the collisions of the overlap boxes of the ladders. The ladders would always be getting Cova's location and
subtracting it from its own. Based on the result, the ladder would know which overlap boxes to set to ignore collision so that the
correct animation would play.
Since the character was being teleported, so was the camera. This resulted in the camera shifting to odd angles during the climbing animation
when player input was blocked. Since the team had limited options when it came to blueprinting, I set up one more system the team could use
to set up their camera angles. The ladder blueprint had a public camera variable that could be used for each ladder. All that would need
to be done is dropping a camera into the ladder, positioning it at a good angle for the ladder, and selecting the proper camera for each
ladder blueprint. Ladders in the environment could be found in cramped corners or out in the open town, using cameras that could easily be
adjustable also helped to show off more of the environment details.