Bridge chasm environment

Spent last night and this morning putting together a simple environment. It's nothing big, just a large chasm with a narrow bridge you walk across, more of a transition if anything, perhaps a break between platforming sections.

It's good practice for seeing how the game could feel too.

Chasm with bridge crossing it

Chasm with bridge crossing it


Creating the level out of larger meshes helped uncover a small bug with my dynamic reverb system where raycasts were basing their distance off of the centre of the mesh rather than the point of collision. Not sure how I missed that but little details often slip through the cracks.

Other recent work includes adding coyote time that allows the player to jump in the 10 frames after moving off a surface into the air and tweaking how player death works. The dialogue UI and logic are now functioning too, I just need to figure out aesthetics but that's a problem to solve later on.