While this was already shown in previews blog entries, I thought it would still be interesting to talk about as there is a lot of work put into it.
After testing an early prototype, I received a few complains about how rotating the character felt “Strange” in a few situations. At the time I had my character facing whichever direction the player was moving in, however the complaints came from when the user wanted to run in the opposite direction from which they were currently facing. This was a problem not only for aesthetic reasons but also because the character would just sprint full speed in whatever direction, regardless of rotation.
After much trying and failing I finally managed to implement what I call “pivoting”. Pivoting is essentially translated into the character doing specific animations in case the direction he wants to move in is a certain angle bigger than the one he is currently facing in. Not only does the animation make the movement have more “weight” and feel more responsive, but the character’s speed can also be diminished to give it even more realism.