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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!