I finally fixed the Companion's SWIM "movement" so they don't shake anymore. They also got a "SWIMRUN" state.
Companion climbing
They can also use ladders, though first they have to be on their "STANDSTILL" state and then you use a command for them to attach to the ladder. The system is technically there, even if it's a bit weird right now.
Said command is one that could be used for "special interactions" even if it should be developed more and done better.
Score counter
Now the screen has a counter for the coins you pick up.
"Ammo" for the soccer ball
Once you kick a ball, you lose it but a sports bag object will restore it, so you can kick it again.
The backpack is technically "infinite", so the placement of this object could be considered for the sake of it.
Both characters can use switches
And i also set up a basic "timer" for green switches, so when the 2 characters press them you don't have the stuff changing its state too quickly.
Rope/hook
Originally was going to be a grapple hook, but i dropped that idea because it'd probably be too complex for my current status as a novice dev.
So the result is a basic swingable rope that the player automatically attaches to and can jump from.
Portals
They can be a good way to extend "traversal" on levels and even useful for some behind-the-scenes stuff (Like in case i implement that Companion "pointer" UI idea i once mentioned and use portals to see if it works in the future).
Their "grid" design is because of some idea of them being magical portals and it's supposed to look like energy or something, but the placeholder art is very basic.
Fall-through platforms
An "inverse" to jump-through platforms, which could make levels challenging but also in case some "restrictiveness" can be helpful in some cases to avoid issues.
What else
- Redid a section in the main Github page just because. Even with my case of getting overly ambitious, i like that i wrote the stuff that's done, because a "to do" list isn't enough, so a "done" list also helps (Though the section itself is not organized which could be fixed later i guess).
- In the files, i added a "sheet" of character sprites that i may use since i'm getting a lot of "planned" mechanics/features for characters. The "grid" is of 16 rows and 13 columns but depending on how/when/if better art is added, i'll obviously redo these sprites.
- A feature in the works is "CRAWL" states for the Companion. In theory i think i can make it work, but one thing to consider is the collision shapes being adjusted for their states and all.
- Current issue: The Pause Menu shows up ABOVE the SceneManager's animation but it doesn't pause the animation: Therefore the scene changing animation still plays and changes the scene (And i only didn't make the Pause Menu AutoLoad because i don't know how to make it unavailable in certain scenes like the Main Menu).
As usual, project is here: https://github.com/EyeBallTank/PROJECT-NORTUBEL-main-ish