Much better camera and controls since last time. Good goddamn job.
There are a few hedges that are big enough that they probably should block the camera, and the way there's a delay before the camera zooms out again is a little weird, but this is a big improvement overall.
I somehow managed to get myself stuck inside the pumpkin-headed scarecrow and had to restart.
I guess the evil sorceror got the best of Pepper after all... (seriously though it was much easier to get myself stuck than it was to actually pick up the pumpking spirit)
The drop shadow when jumping makes platforming much easier. I got to the end of the floating islands on my first try this time.
The moving platforms seem to make the camera really choppy. Probably can be fixed by putting the camera's movement in LateUpdate instead of Update or something.
hedges that are big enough that they probably should block the camera Not sure what do you mean, right now camera pans closer only with the house, in the previous version it was triggered by any tree and rock. I could make camera move closer with big and unique objects only (to not make it shaky again).
I removed delay for camera panning back already, now it is instant.
"Evil sorcerer" has badly made custom collision, I guess it has some holes where character could get into. I moved pumpkin spirit interaction box higher to make it not overlap with item interaction. Maybe I could move dialogue farther back.
Shadow blow was fun to implement without any tutorial.
I do not understand what is choppy about camera movement on the platforms, could you provide the example? Plus to that, not sure if you could control update method for cinemachine.
Thank you! Your last feedback made my game better :)
You're like halfway there to a really cool psychedelic aesthetic. I think the main problems bottlenecking it into a sloppy appearance at the moment are the stock interaction ui and slop props with stock lighting and materials.
The platforming is rudimentary and way too slow, but it seems you are just getting started on it.
Somehow you've got a special animation when you're standing close to edges and that's turbo soul.
Wouldn't say I wanted it to look psychedelic XD I totally understand models/materials, but what do you mean "stock interaction ui"? Yeah, probably would remake the whole map with less dependence on the moving platforms. Glad you liked my direction oriented ledge animations :D
Huh, I do use custom fonts, I guess they look default. Camera and characters turning are instant, right now I use LookAt, would write something myself in the future. Dialogue marks were drawn by me in 2 min. Originally it was 3d model, but it looked bad, so I changed it.
By the way, in case you're unaware, you can use Cinemachine virtual cameras to get camera transitions without having to write a full 3D camera system all by yourself.
Please consider turning down the shinyness on objects that are not supposed to be shiny (grass, rocks, trees, the player). I think turning down the "smoothness" on the default unity mat to 0 will do the trick.
I also wish models were all smooth shaded like the player, I'm not a big fan of the pointy low poly look. Not a dealbreaker though.
If this were a bigger game I would save the floating platform sections for later, not the first level. Cycle-based platforms are kind of lame because you spend a lot of time waiting for them to align.
Yeah, a lot of models have standard blender material after exporting, I should re-export some flat models + make materials for them.
Hmm, I thought I nuked all platforms that required syncing, you can easily jump over several stone platforms at a time, but sure, will look into that in a new level.
When you first turn the Camera on the Ground to zoom in, and then up so its above the Head, there's a static Delay before it moves back out to its original Distance. Feels odd.
So does the Idle Animation of the Player. Or the Walk, the whole Playermodel really.
Why is the Witch flat Shaded, like the Trees, but the Rest isn't. The Artstyle overall looks inconsistent.
Got Stuck in the Scarecrow somehow.
Thanks to Web, Application.Quit doesn't do much apart from freezing the Game.
Controls are Wonky, and I don't like the Artstyle, it feels lazy.
Other then that, its obviously very short, but I could see it being expanded into a full 3D Platformer about a Witch having to collect various Spirits for her Godmother. Needs more precise Controls, and a complete graphical Overhaul tho.
Delay before it moves back I am still not sure how to make better camera with cinemachine, I can make it snap instantly, but I feel this would be too shaky. (okay, it's fine, now it snaps instantly, thanks for tip)
Animations, playermodel Its my first game animation/model originally made for gamejam so it is really junky, maybe I could make better model in the near future c:
Flat Shaded Yeah, two day before DD. I for some reason wanted to make models smooth shaded, but didn't do it with all models. (trees, rocks, platforms)
Scarecrow It's a new model and I didn't make a good custom collision for it.
Web, Application.Quit Probably for web version next time I need launch player to the main menu XD
Controls are Wonky What exactly is the problem? I am still not sure how you need to work with Rigidbody, rn I just setting/stopping the velocity.
I don't like the Artstyle To be fair, I don't think I have any style right now. I do everything in random bursts - "now code, then make one model, then sit and play some tunes". Probably need to make everything and after that sit and make all art/models, it just helps me not to overheat from doing one thing.
I could see it being expanded into a full 3D Platformer Since my last DD, I am still not sure where to take it. My plan right now is to make a bigger map, fill it with random stuff. Make some kind of atlas for all items/interactions in the game and small and simple puzzles for each spirit. I don't want to scope too much for my first project.
Hard to tackle, it just feels a bit wonky. The Camera seems to move a bit aribtrarily, the Movement feels a bit preciseless, stuff like that. Sorry I can't give better Information here, it might be from the Animations not matching perfectly, or the Camera being moved by multiple Inputs, and in Turn affecting the movement Direction again or Stuff like that.
> I do everything in random bursts
Nothing wrong with that, I mostly do aswell, Code when I feel like it, make Models when I feel like and so on. If you're having Trouble sticking to a similar Look, you may want to write down Keypoints somewhere, how you got to a Look, what defines it, stuff like that.
Keep in Mind, everything I say about the Graphics is my own Opinion, and only that. Do not feel compelled to spend a Ton of Time on reworking every Asset, just because I personally don't like them.
And as long as you just keep making Games, you'll naturally improve in Artistic Skill anyway, and you can always go back at the End, and redo all the Models for a better Look if you want.
> I don't want to scope too much for my first project
Make sure all your Systems are correctly in Place first, then you only have to make Content. If you keep your Story simple and linear, say your Godmother needs you to collect X Spirits, then she transports you both to a different Mini-Dimension, rinse and repeat, then you can just give it a kind of Storydump in the first 2 or 3 Dimensions, then make the final one, then just keep putting new Ones between end of Storydump and final one for as long as you feel like it, finishing up and releasing it at whatever Point you loose interest in doing that.
Yeah, I am not sure what I could do with them after picking up, thinking about making some kind of atlas and making it into more of "explore" type of game
I am really bad at making good levels, I even want to make even larger world, just more interaction thingies and some kind of small puzzle for every spirit
Yeah, I wanted to make it more cartoony, her model is too primitive right now to make any fluid movement.
Comments
https://www.twitch.tv/videos/2138119332
your stream starts at around 2:49:00
Thank you for playing my game!
Gonna work on readability of my dialogues ;)
Much better camera and controls since last time. Good goddamn job.
There are a few hedges that are big enough that they probably should block the camera, and the way there's a delay before the camera zooms out again is a little weird, but this is a big improvement overall.
I somehow managed to get myself stuck inside the pumpkin-headed scarecrow and had to restart.
I guess the evil sorceror got the best of Pepper after all... (seriously though it was much easier to get myself stuck than it was to actually pick up the pumpking spirit)
The drop shadow when jumping makes platforming much easier. I got to the end of the floating islands on my first try this time.
The moving platforms seem to make the camera really choppy. Probably can be fixed by putting the camera's movement in LateUpdate instead of Update or something.
hedges that are big enough that they probably should block the camera
Not sure what do you mean, right now camera pans closer only with the house, in the previous version it was triggered by any tree and rock. I could make camera move closer with big and unique objects only (to not make it shaky again).
I removed delay for camera panning back already, now it is instant.
"Evil sorcerer" has badly made custom collision, I guess it has some holes where character could get into.
I moved pumpkin spirit interaction box higher to make it not overlap with item interaction. Maybe I could move dialogue farther back.
Shadow blow was fun to implement without any tutorial.
I do not understand what is choppy about camera movement on the platforms, could you provide the example? Plus to that, not sure if you could control update method for cinemachine.
Thank you!
Your last feedback made my game better :)
You're like halfway there to a really cool psychedelic aesthetic. I think the main problems bottlenecking it into a sloppy appearance at the moment are the stock interaction ui and slop props with stock lighting and materials.
The platforming is rudimentary and way too slow, but it seems you are just getting started on it.
Somehow you've got a special animation when you're standing close to edges and that's turbo soul.
Thanks!
Wouldn't say I wanted it to look psychedelic XD
I totally understand models/materials, but what do you mean "stock interaction ui"?
Yeah, probably would remake the whole map with less dependence on the moving platforms.
Glad you liked my direction oriented ledge animations :D
You're welcome! I mean the disembodied question mark and speech text with generic fonts, hard camera transitions on dialogue, etc.
Huh, I do use custom fonts, I guess they look default.
Camera and characters turning are instant, right now I use LookAt, would write something myself in the future.
Dialogue marks were drawn by me in 2 min. Originally it was 3d model, but it looked bad, so I changed it.
By the way, in case you're unaware, you can use Cinemachine virtual cameras to get camera transitions without having to write a full 3D camera system all by yourself.
Cute game
Please consider turning down the shinyness on objects that are not supposed to be shiny (grass, rocks, trees, the player). I think turning down the "smoothness" on the default unity mat to 0 will do the trick.
I also wish models were all smooth shaded like the player, I'm not a big fan of the pointy low poly look. Not a dealbreaker though.
If this were a bigger game I would save the floating platform sections for later, not the first level. Cycle-based platforms are kind of lame because you spend a lot of time waiting for them to align.
Thank you for playing!
Yeah, a lot of models have standard blender material after exporting, I should re-export some flat models + make materials for them.
Hmm, I thought I nuked all platforms that required syncing, you can easily jump over several stone platforms at a time, but sure, will look into that in a new level.
Played for maybe 15 Minutes.
When you first turn the Camera on the Ground to zoom in, and then up so its above the Head, there's a static Delay before it moves back out to its original Distance. Feels odd.
So does the Idle Animation of the Player. Or the Walk, the whole Playermodel really.
Why is the Witch flat Shaded, like the Trees, but the Rest isn't. The Artstyle overall looks inconsistent.
Got Stuck in the Scarecrow somehow.
Thanks to Web, Application.Quit doesn't do much apart from freezing the Game.
Controls are Wonky, and I don't like the Artstyle, it feels lazy.
Other then that, its obviously very short, but I could see it being expanded into a full 3D Platformer about a Witch having to collect various Spirits for her Godmother. Needs more precise Controls, and a complete graphical Overhaul tho.
Delay before it moves back
I am still not sure how to make better camera with cinemachine, I can make it snap instantly, but I feel this would be too shaky. (okay, it's fine, now it snaps instantly, thanks for tip)
Animations, playermodel
Its my first game animation/model originally made for gamejam so it is really junky, maybe I could make better model in the near future c:
Flat Shaded
Yeah, two day before DD. I for some reason wanted to make models smooth shaded, but didn't do it with all models. (trees, rocks, platforms)
Scarecrow
It's a new model and I didn't make a good custom collision for it.
Web, Application.Quit
Probably for web version next time I need launch player to the main menu XD
Controls are Wonky
What exactly is the problem? I am still not sure how you need to work with Rigidbody, rn I just setting/stopping the velocity.
I don't like the Artstyle
To be fair, I don't think I have any style right now. I do everything in random bursts - "now code, then make one model, then sit and play some tunes". Probably need to make everything and after that sit and make all art/models, it just helps me not to overheat from doing one thing.
I could see it being expanded into a full 3D Platformer
Since my last DD, I am still not sure where to take it. My plan right now is to make a bigger map, fill it with random stuff. Make some kind of atlas for all items/interactions in the game and small and simple puzzles for each spirit. I don't want to scope too much for my first project.
Thank you for your feedback!
>Wonky Controls.
Hard to tackle, it just feels a bit wonky. The Camera seems to move a bit aribtrarily, the Movement feels a bit preciseless, stuff like that. Sorry I can't give better Information here, it might be from the Animations not matching perfectly, or the Camera being moved by multiple Inputs, and in Turn affecting the movement Direction again or Stuff like that.
> I do everything in random bursts
Nothing wrong with that, I mostly do aswell, Code when I feel like it, make Models when I feel like and so on. If you're having Trouble sticking to a similar Look, you may want to write down Keypoints somewhere, how you got to a Look, what defines it, stuff like that.
Keep in Mind, everything I say about the Graphics is my own Opinion, and only that. Do not feel compelled to spend a Ton of Time on reworking every Asset, just because I personally don't like them.
And as long as you just keep making Games, you'll naturally improve in Artistic Skill anyway, and you can always go back at the End, and redo all the Models for a better Look if you want.
> I don't want to scope too much for my first project
Make sure all your Systems are correctly in Place first, then you only have to make Content. If you keep your Story simple and linear, say your Godmother needs you to collect X Spirits, then she transports you both to a different Mini-Dimension, rinse and repeat, then you can just give it a kind of Storydump in the first 2 or 3 Dimensions, then make the final one, then just keep putting new Ones between end of Storydump and final one for as long as you feel like it, finishing up and releasing it at whatever Point you loose interest in doing that.
Ok, I think I got what you are saying, I will look into redoing character control to have some weight, maybe it will play better.
Yes, I do have consistency problems, I understand the thing about taste, but I am not satisfied with how the game looks too.
Thanks for idea, will look into that after some time fiddling with my plans.
Thank you again for providing your opinion, good luck with your projects!
Very cute, I found the spirits, application-quit, heh.
Yeah, I am not sure what I could do with them after picking up, thinking about making some kind of atlas and making it into more of "explore" type of game
I am really bad at making good levels, I even want to make even larger world, just more interaction thingies and some kind of small puzzle for every spirit
Yeah, I wanted to make it more cartoony, her model is too primitive right now to make any fluid movement.
Thank you for playing!
cute and soulful.
i still find kind of weird how she runs around, but she looks happy
>the inner wall frogs
KEK
Thanks!
Yeah, model doesn't have any loops in arms, so I made her wave them around happily.