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Story-driven, nice idea. As some others have said, the player controller rotation sensitivity is pretty high, but not unmanageable. As for the development, what was your method for animating the character between main play areas? It was interesting that the character controlled itself for a while, then when it got to a certain spot, it would let me have full control. Thanks in advance!

Well I used cinemachine and timelines to make main menu camera. On another timeline playable i made fade in for third camera and at the end of it there was a signal marker, that initiated player control. As for animations i positioned him just right and set idle sit animation as default. When you click on play button, i trigger standing up. (Just realized that i could put his animations in timeline too.)