The camera is bad in all sorts of ways. It feels acceptable in hoverboard mode, but it's overly sensitive and delayed in walking mode. Bow aiming is too abrupt and directs you into a different angle than the one you were last looking at.
You should really consider replacing hoverboard with a non-hovering one, since it would allow you to add visuals that would sell this game. The board should have better physics because right now there's pretty much no surfing, just hovering over sand. I can't pass through the hole in that one building using crouch.
I can imagine that aiming will go well with surfing, so you got the right combination for a fun game.
Nice demo. If you want to build on these mechanics, I'd recommend adding jumping to the hoverboard, so people can use slopes to gain momentum for free fun. Also, the camera shakes way too much in weird ways. Finally, I think the bow aiming zooms way too much in, and it should allow you to fire without aiming, or at least combine aiming with shooting for a better feel. Keep at it!
Why is the Mouse inverted? Why is there so much Motionblur?
The Camera rotation also has hickups, and the Characters Head likes to jitter around during Animations.
Jumping regularly causes you to clip through the floor a bit instead of going up. Jumping when crouching seems to be the only Thing actually causing you to jump.
Arrows stick to you if you don't shoot them. Arrowspeed is adjusted based on distance/held down Time, so they hover very slowly to the ground when not holding LMB down fully.
Arrow Camera is locked to the Bow position, not the Camera movement, so it jitters like crazy when aiming while walking.
Also why do I have to hold RMB to aim and LMB to charge, why not just lmb? I can't fire without aiming anyway, and I can't think of a Reason I'D want to aim with that Bow without firing it.
Crouching doesn't adjust your Hitbox, so I can't crouch through the low Area in the House.
Camera just moves straight through the Walls.
I can't jump and do Tricks on the Hoverboard?
Hoverboard Controls feel horrid, and trying to ride up the big Ramp caused me to fly out of control into somewhere.
Are you playing the Windows version or Linux version?
I'll comment on some things here:
The camera ISN'T inverted, but I've only tested the Windows version.
The motion blur is Unity's default post-processing stuff, I'll disable it at some point.
The camera is buggy, it's something I'm working on. It's a jerry-rigged nightmare at the minute.
I'll look into the jumping problems, that shouldn't be happening.
I'm aware of the hit box size while crouching, I'll be fixing that soon.
I want to implement tricks for the hoverboard (I have a system in mind from a game jam game I made earlier this year) but the animation system and a few other things are getting in the way.
It runs very poorly on my laptop. Didn’t try anything beyond surfing – very slowly. It’s really pretty. The stark blues against desert colors is pleasing.
Comments
The camera is bad in all sorts of ways. It feels acceptable in hoverboard mode, but it's overly sensitive and delayed in walking mode. Bow aiming is too abrupt and directs you into a different angle than the one you were last looking at.
You should really consider replacing hoverboard with a non-hovering one, since it would allow you to add visuals that would sell this game. The board should have better physics because right now there's pretty much no surfing, just hovering over sand. I can't pass through the hole in that one building using crouch.
I can imagine that aiming will go well with surfing, so you got the right combination for a fun game.
Nice demo. If you want to build on these mechanics, I'd recommend adding jumping to the hoverboard, so people can use slopes to gain momentum for free fun. Also, the camera shakes way too much in weird ways. Finally, I think the bow aiming zooms way too much in, and it should allow you to fire without aiming, or at least combine aiming with shooting for a better feel. Keep at it!
Why is the Mouse inverted? Why is there so much Motionblur?
The Camera rotation also has hickups, and the Characters Head likes to jitter around during Animations.
Jumping regularly causes you to clip through the floor a bit instead of going up. Jumping when crouching seems to be the only Thing actually causing you to jump.
Arrows stick to you if you don't shoot them. Arrowspeed is adjusted based on distance/held down Time, so they hover very slowly to the ground when not holding LMB down fully.
Arrow Camera is locked to the Bow position, not the Camera movement, so it jitters like crazy when aiming while walking.
Also why do I have to hold RMB to aim and LMB to charge, why not just lmb? I can't fire without aiming anyway, and I can't think of a Reason I'D want to aim with that Bow without firing it.
Crouching doesn't adjust your Hitbox, so I can't crouch through the low Area in the House.
Camera just moves straight through the Walls.
I can't jump and do Tricks on the Hoverboard?
Hoverboard Controls feel horrid, and trying to ride up the big Ramp caused me to fly out of control into somewhere.
Are you playing the Windows version or Linux version?
I'll comment on some things here:
Thanks for playing, I appreciate feedback.
Windows.
Strange. The camera definitely isn't inverted for me. I'll look into it.
Maybe we just think of inverted Camera as differently. In the End, just offer the option to flip Direction for it in your Options Menu.
Nice hoverboard, I wish it was faster though.
The camera moves too fast for me on 4k
It runs very poorly on my laptop. Didn’t try anything beyond surfing – very slowly. It’s really pretty. The stark blues against desert colors is pleasing.
Sorry to hear that. I'm using the HDRP pipeline, so it's a lot more demanding than Unity usually is.