MAY - WEEK 1
v1.0
We've been working tirelessly in polishing the combat mechanics for the game, for which perfecting the work made on hit boxes is a must. This rather technical video exemplifies the problematic for these types of games where there's close combat between characters (i.e. fighting games), where re-definition of hit boxes is made constantly within the game loop, depending on what the characters are doing, detecting the intersection between all of them, defining the correct threshold values and a potential snap/correction in-between rectangles.
The complexity relies that you can't keep an strict rectangle snap policy, or you risk a constant correction of x, y for the player, yet not allowing rectangles overlapping each other too much. For this, thresholds and tolerance range(s) are used. And given the case rectangles overlap too much, collision and intersections needs to be equally treated and managed properly. At the same time, you have the issue that an eventual correction / snap of x, y values, based on the intersection, doesn't end up putting the player inside a wall and keeping you stuck.