{"id":1215,"date":"2025-05-09T19:59:05","date_gmt":"2025-05-09T19:59:05","guid":{"rendered":"https:\/\/sites.wsagames.com\/et4g23\/?p=1215"},"modified":"2025-05-14T16:05:39","modified_gmt":"2025-05-14T16:05:39","slug":"player-pt-5","status":"publish","type":"post","link":"https:\/\/sites.wsagames.com\/et4g23\/2025\/05\/09\/player-pt-5\/","title":{"rendered":"Player &#8211; Pt 5"},"content":{"rendered":"\n<p class=\"has-text-align-center has-background\" style=\"background-color:#dfdfdf\">A key component of Lament is being able to respawn and upgrade the player, allowing for more replayability and decision making during play. However, in order to upgrade the player character, the player must have resources to spend in order to do so, which are the Terra Shards.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full is-resized\"><img fetchpriority=\"high\" decoding=\"async\" width=\"777\" height=\"350\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-36.png\" alt=\"\" class=\"wp-image-1219\" style=\"width:840px;height:auto\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-36.png 777w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-36-300x135.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-36-768x346.png 768w\" sizes=\"(max-width: 777px) 100vw, 777px\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Terra Shard Research<\/h2>\n\n\n\n<p>One of the resources used in player upgrades are Terra Shards, which are explained in the GDD which I have analysed in this <a href=\"https:\/\/sites.wsagames.com\/et4g23\/2025\/03\/11\/researching-laments-gdd\/\">Research Post<\/a>:<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"979\" height=\"758\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-37.png\" alt=\"\" class=\"wp-image-1223\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-37.png 979w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-37-300x232.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-37-768x595.png 768w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-37-850x658.png 850w\" sizes=\"(max-width: 979px) 100vw, 979px\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Player Inventory<\/h2>\n\n\n\n<p>In order to track how many Terra Shards the player has I created a separate C# script called PlayerInventory:<\/p>\n\n\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-9d6595d7 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<p>This script has a public <strong><em>int currentTerraShards<\/em><\/strong> which tracks how many Terra Shards the player collects.<br>The <strong><em>Start() <\/em><\/strong>method sets this amount of Terra Shards collected to zero.<br>I also wrote a method called <strong><em>takeTerraShards(int pickupTerraShards)<\/em><\/strong> which takes an int as an input and adds that amount to the currentTerraShards count.<\/p>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\"><div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full is-resized\"><img decoding=\"async\" width=\"532\" height=\"389\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-34.png\" alt=\"\" class=\"wp-image-1217\" style=\"width:383px;height:auto\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-34.png 532w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-34-300x219.png 300w\" sizes=\"(max-width: 532px) 100vw, 532px\" \/><\/figure><\/div><\/div>\n<\/div>\n\n\n\n<h2 class=\"wp-block-heading\">Terra Shard prefab<\/h2>\n\n\n\n<p>However, this <em><strong>takeTerraShards() <\/strong><\/em>method has to be called somehow, to do this I created a gameobject prefab called TerraShard. In the <em><strong>Start() <\/strong><\/em>method, an <strong><em>int pickupTerraShards<\/em><\/strong> is randomly set between <strong>1 &#8211; 5<\/strong> (As outlined in the GDD), which is how many Terra Shards it will rewards the player with if picked up.<br>Also, there is a CircleCollider2D set to trigger attached to the gameobject. In the OnTriggerEnter2D() method, it checks of the other gameobject colliding with it is the player. If it is it will call the <em><strong>takeTerraShards()<\/strong><\/em> method in the PlayerInventory script with the randomised <em><strong>pickupTerraShards int<\/strong><\/em> as its input.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"362\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-35-1024x362.png\" alt=\"\" class=\"wp-image-1218\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-35-1024x362.png 1024w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-35-300x106.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-35-768x271.png 768w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-35-850x300.png 850w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-35.png 1300w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Bug Fixing<\/h2>\n\n\n\n<p>After our UI Designer, implemented a pause menu when the player presses escape, I noticed that it doesn&#8217;t prevent the players inputs. Allowing the player to move around and attack (Even when using left-click to press buttons in the pause menu).<\/p>\n\n\n\n<figure class=\"wp-block-image size-full is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"779\" height=\"353\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-39.png\" alt=\"\" class=\"wp-image-1240\" style=\"width:840px;height:auto\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-39.png 779w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-39-300x136.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-39-768x348.png 768w\" sizes=\"(max-width: 779px) 100vw, 779px\" \/><\/figure>\n\n\n\n<p>In order to fix this I set the <strong><em>Time.timeScale <\/em><\/strong>to zero whenever the pause menu was active, preventing time from passing within the game. Then resetting <em><strong>Time.timeScale <\/strong><\/em>to 1f whenever the pause menu was inactive.<br>Furthmore, I put the logic to disable enemy scripts into their own methods called <em><strong>stopEnemies() <\/strong><\/em>and <em><strong>startEnemies()<\/strong><\/em> so that they are only called once (Whenever the pause menu was active) instead of constantly checking whether they should be called, optimizing the games performance with less constant checks in the <em><strong>Update() <\/strong><\/em>method.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"567\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-41-1024x567.png\" alt=\"\" class=\"wp-image-1243\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-41-1024x567.png 1024w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-41-300x166.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-41-768x425.png 768w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-41-850x470.png 850w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-41.png 1283w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"864\" height=\"767\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-40.png\" alt=\"\" class=\"wp-image-1242\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-40.png 864w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-40-300x266.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-40-768x682.png 768w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-40-850x755.png 850w\" sizes=\"(max-width: 864px) 100vw, 864px\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Pitfall Interaction<\/h2>\n\n\n\n<p>After developing the Pitfall obstacle prefab, we decided to alter the player interactions with the pitfall by allowing the player to dash over them. This would add a new layer of skill expression into the game.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"905\" height=\"104\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-46.png\" alt=\"\" class=\"wp-image-1255\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-46.png 905w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-46-300x34.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-46-768x88.png 768w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-46-850x98.png 850w\" sizes=\"(max-width: 905px) 100vw, 905px\" \/><\/figure>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"381\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-51-1024x381.png\" alt=\"\" class=\"wp-image-1260\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-51-1024x381.png 1024w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-51-300x112.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-51-768x286.png 768w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-51-850x316.png 850w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-51.png 1035w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p>To do this, I altered the the pitfall script, specifically in the <em><strong>OnTriggerEnter2D() <\/strong><\/em>method. Now it would first check if the player was dashing before executing the rest of the code, if the player was dashing, none of the pitfall code would be executed:<\/p>\n\n\n\n<figure class=\"wp-block-image size-full is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"678\" height=\"367\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-48.png\" alt=\"\" class=\"wp-image-1257\" style=\"width:840px;height:auto\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-48.png 678w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-48-300x162.png 300w\" sizes=\"(max-width: 678px) 100vw, 678px\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Attack Range<\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"926\" height=\"351\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-64.png\" alt=\"\" class=\"wp-image-1285\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-64.png 926w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-64-300x114.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-64-768x291.png 768w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-64-850x322.png 850w\" sizes=\"(max-width: 926px) 100vw, 926px\" \/><\/figure>\n\n\n<div class=\"wp-block-image\">\n<figure data-wp-context=\"{&quot;imageId&quot;:&quot;6a61c129ec1a1&quot;}\" data-wp-interactive=\"core\/image\" class=\"aligncenter size-full wp-lightbox-container\"><img loading=\"lazy\" decoding=\"async\" width=\"1025\" height=\"851\" data-wp-class--hide=\"state.isContentHidden\" data-wp-class--show=\"state.isContentVisible\" data-wp-init=\"callbacks.setButtonStyles\" data-wp-on-async--click=\"actions.showLightbox\" data-wp-on-async--load=\"callbacks.setButtonStyles\" data-wp-on-async-window--resize=\"callbacks.setButtonStyles\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-198.png\" alt=\"\" class=\"wp-image-1688\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-198.png 1025w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-198-300x249.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-198-768x638.png 768w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-198-850x706.png 850w\" sizes=\"(max-width: 1025px) 100vw, 1025px\" \/><button\n\t\t\tclass=\"lightbox-trigger\"\n\t\t\ttype=\"button\"\n\t\t\taria-haspopup=\"dialog\"\n\t\t\taria-label=\"Enlarge\"\n\t\t\tdata-wp-init=\"callbacks.initTriggerButton\"\n\t\t\tdata-wp-on-async--click=\"actions.showLightbox\"\n\t\t\tdata-wp-style--right=\"state.imageButtonRight\"\n\t\t\tdata-wp-style--top=\"state.imageButtonTop\"\n\t\t>\n\t\t\t<svg xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"12\" height=\"12\" fill=\"none\" viewBox=\"0 0 12 12\">\n\t\t\t\t<path fill=\"#fff\" d=\"M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z\" \/>\n\t\t\t<\/svg>\n\t\t<\/button><\/figure><\/div>\n\n<div class=\"wp-block-image\">\n<figure data-wp-context=\"{&quot;imageId&quot;:&quot;6a61c129ec497&quot;}\" data-wp-interactive=\"core\/image\" class=\"aligncenter size-full wp-lightbox-container\"><img loading=\"lazy\" decoding=\"async\" width=\"731\" height=\"880\" data-wp-class--hide=\"state.isContentHidden\" data-wp-class--show=\"state.isContentVisible\" data-wp-init=\"callbacks.setButtonStyles\" data-wp-on-async--click=\"actions.showLightbox\" data-wp-on-async--load=\"callbacks.setButtonStyles\" data-wp-on-async-window--resize=\"callbacks.setButtonStyles\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-177.png\" alt=\"\" class=\"wp-image-1559\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-177.png 731w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-177-249x300.png 249w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-177-300x361.png 300w\" sizes=\"(max-width: 731px) 100vw, 731px\" \/><button\n\t\t\tclass=\"lightbox-trigger\"\n\t\t\ttype=\"button\"\n\t\t\taria-haspopup=\"dialog\"\n\t\t\taria-label=\"Enlarge\"\n\t\t\tdata-wp-init=\"callbacks.initTriggerButton\"\n\t\t\tdata-wp-on-async--click=\"actions.showLightbox\"\n\t\t\tdata-wp-style--right=\"state.imageButtonRight\"\n\t\t\tdata-wp-style--top=\"state.imageButtonTop\"\n\t\t>\n\t\t\t<svg xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"12\" height=\"12\" fill=\"none\" viewBox=\"0 0 12 12\">\n\t\t\t\t<path fill=\"#fff\" d=\"M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z\" \/>\n\t\t\t<\/svg>\n\t\t<\/button><\/figure><\/div>\n\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-9d6595d7 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<p>As per feedback from the playtest and discussion in the group, players had felt that hitting enemies was much too difficult. In order to remedy this, I made all four of the attack hitboxes larger by 20%. To do this, I locked the scale of the transform components of the hitboxes (Making all the axis scales change by the same amount) and increased the scale from &#8216;1&#8217; to &#8216;1.2&#8217;<\/p>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\"><div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"327\" height=\"143\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-62.png\" alt=\"\" class=\"wp-image-1283\" style=\"width:416px;height:auto\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-62.png 327w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-62-300x131.png 300w\" sizes=\"(max-width: 327px) 100vw, 327px\" \/><\/figure><\/div><\/div>\n<\/div>\n\n\n\n<h2 class=\"wp-block-heading\">Pitfall Interaction &#8211; Pt 2<\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"891\" height=\"349\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-70.png\" alt=\"\" class=\"wp-image-1296\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-70.png 891w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-70-300x118.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-70-768x301.png 768w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-70-850x333.png 850w\" sizes=\"(max-width: 891px) 100vw, 891px\" \/><\/figure>\n\n\n\n<p>After altering the Pitfalls due to feedback from the playtest, the player would now have to be able to dash through the pitfalls, while being unable to walk through them. This seems like two features that would counteract one another, but this is explained in this <a href=\"https:\/\/sites.wsagames.com\/et4g23\/wp-admin\/post.php?post=1245&amp;action=edit\">Development Post<\/a>.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Quality of Life Changes<\/h2>\n\n\n\n<p>Due to feedback from playtesters, we decided to change small aspects of the player to make the game more forgivable, this is common practice in many games to make the game less frustrating to players.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"182\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-73-1024x182.png\" alt=\"\" class=\"wp-image-1305\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-73-1024x182.png 1024w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-73-300x53.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-73-768x137.png 768w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-73-850x151.png 850w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-73.png 1198w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Bug Fixing &#8211; Pt 2<\/h2>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"170\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-92-1024x170.png\" alt=\"\" class=\"wp-image-1365\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-92-1024x170.png 1024w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-92-300x50.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-92-768x127.png 768w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-92-850x141.png 850w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-92.png 1259w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p>This first bug was due to the attack being dependant on where the player was facing, in the <em><strong>PlayerControllerNew script<\/strong><\/em>, this was set by the player&#8217;s most recent movement input. However, if the player attacked before they moved, their <em><strong>isAttacking bool <\/strong><\/em>would be stuck as true, causing the player to be unable to move if this were to happen. To fix this I set the player to face one direction in the <em><strong>Start() <\/strong><\/em>method.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"802\" height=\"354\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-94.png\" alt=\"\" class=\"wp-image-1367\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-94.png 802w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-94-300x132.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-94-768x339.png 768w\" sizes=\"(max-width: 802px) 100vw, 802px\" \/><\/figure><\/div>","protected":false},"excerpt":{"rendered":"<p>A key component of Lament is being able to respawn and upgrade the player, allowing for more replayability and decision making during play. However, in order to upgrade the player character, the player must have resources to spend in order to do so, which are the Terra Shards. Terra Shard Research One of the resources&#8230;<\/p>\n","protected":false},"author":28,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-1215","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.2 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Player - Pt 5 - E-Jay Tripoli (Year 2 Archive)<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/sites.wsagames.com\/et4g23\/2025\/05\/09\/player-pt-5\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Player - Pt 5 - E-Jay Tripoli (Year 2 Archive)\" \/>\n<meta property=\"og:description\" content=\"A key component of Lament is being able to respawn and upgrade the player, allowing for more replayability and decision making during play. However, in order to upgrade the player character, the player must have resources to spend in order to do so, which are the Terra Shards. 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