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(1 edit)
  • Never too early for an options menu.
  • The character's feet move around during the idle animation. How does that happen? Is your skeleton hierarchy set up wrong?
  • I don't know what Unity calls it, but the running animation should be controlled by a 1D blend based on velocity so that the character doesn't run in place when moving against a wall.
  • The camera span around rapidly the first time I walked up to the scaffolding at the end of the narrow alley, but I couldn't replicate it.
  • Why is pausing on Space instead of Esc?
  • The first time I pressed Space, the game froze for several seconds.
  • You can't pause again for about a second after unpausing.
  • Inventory should not be on the pause menu like that. Saving/loading/options should either be accessible from the inventory, or entirely separate.
  • The camera sometimes suddenly jerks forward in the large open area.
  • I think you should use collision boxes for interactions instead of a line trace.
  • These fences aren't a very believable obstacle. You could easily just climb over them.
  • The character goes back to his idle pose when unpausing while moving.
  • Try using whatever Unity's equivalent to Unreal's DepthFade node is to get rid of the harsh intersections between the fog planes and other geometry.
  • I think you should avoid large, open spaces. They don't go well together wih the camera and limited view distance.
  • One of the turns leading up to the picture on the wall with the camera angle, and the camera clips through the wall.
  • I know it's a prototype and all, but Dutch angles should be used sparingly and with purpose.
  • It should take you out of the "is attacking" state a couple frames before the animation ends.
  • Is the attack animation additive? Is that why it sometimes only plays on the right arms and why the legs jitter?
  • Like I said last time, there's no reason to despawn enemy bodies.
  • The camera transition in the middle of all the warning signs where you get the crowbar is a bit annoying since adjusting your direction to avoid the signs can make you hit the transition trigger again.
  • I don't think the quotation marks on prompts telling you what item you used are necessary when the item is already highligted in red.

Hello again, Qwott!

Pausing is an indev feature and I wasn't meant to push it to this build. Oops. All associated features with it are also indev, and will not function properly.

All placeholder animation transitions and other stuff broke, but I didn't have time to fix before deadline.

I also noticed the camera jerking forward in the open area, I have zero idea what is causing this beside the camera collider script misbehaving, probably due to some flag not being checked properly.

And thank you for your input regarding the other camera functionality also. It is my #1 priority for this project right now. 

I know you played the last demo; In the last one, movement across camera transitions remained until you your axis float became 0. In this demo, I used some maths to auto adjust the vector across transitions. Were you able to notice a difference? Did it feel smoother compared to last time? 

Thanks again!

>I know you played the last demo; In the last one, movement across camera transitions remained until you your axis float became 0. In this demo, I used some maths to auto adjust the vector across transitions. Were you able to notice a difference? Did it feel smoother compared to last time? 

It's a lot smoother, although there were some specific transitions where the character would first snap in another direction (north?) before going where you wanted.

Also, I noticed I forgot some words in my first comment. I meant to say that this turn is a bit hard to spot.


(1 edit)

Ah, yeah. I actually went through the level and did try to make sure all entrances were visible or had a direction in mind. That one does seem really hard to spot due to it being parallel with the wall. I should probably have put that exit on the opposite side, away from the camera instead of closer to it. Good catch. I also didn't really want to put the roll/dutch as you move to that side of the area, but I kept it in because I didn't mind it (I did noticed the clipping a bit though) 

Also unrelated, I think I probably will switch from a raycast checker for interactions, to a 3D overlap check, like you suggested. It's something that was bugging me, because raycasts assume everything will have a collider, else the raycast clips in to the interaction zone. 3D Overlap check would help alleviate this. 

Thanks again!