Hi everyone, it’s great to meet you!
My name is Ian and I’m one of the new developers here on the P.A.M.E.L.A. team. I am so honored to be a part of the team and consider myself lucky to be working on this amazing project with such talented individuals.
Mainly I work closely with Christian (who you may have already met in Dev Blog 2) in programming/developing a lot of our systems for the game. Currently I am working on a number of things including the character controller, the item/inventory system, object detection, and even some visual effect systems.
Enough about me though, how about we get to the good stuff!
Alright, so this week I’ll be talking a bit about the process we went through to create our custom character controller. Before I begin, please be aware that all the content shown (including the character model and animations) are in development. For this post, we’ll be focusing more on the camera’s movement in 3D space, rather than it’s associated visuals and animations.
Below I will cover some of our initial goals for the character controller, the challenges we encountered, and the final outcomes we achieved. So let’s “jump” right in.