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I'm glad you found it helpful! I'm curious how much is this meant to have gameplay and how much is it meant to just be some kind of interactive chatroom or similar?

Im making this game to build a toolset for future projects which will pull in a variety of directions, mostly gameplay-oriented

This particular project: I envision the game as more of a chatroom in the style of club penguin or runescape, just in the first person perspective. I thought this type of game would appeal the most to demoday players and my own friends.

How did you make the controller for this? Whenever I'm trying to make a first person game I always have trouble getting the movement to feel right and I really like how the movement feels in your game. Did you use a controller from the Asset Store?

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i wrote it myself a long time ago. It doesn’t use a rigidbody. the physics are raycast based (capsule casts really) and fires a bunch of those every tick to do the movement. the physics needs a rewrite incidentally it has a lot of degenerate cases where you just fall through the map

The movement code is pretty similar to https://github.com/id-Software/Quake-III-Arena/blob/master/code/game/bg_pmove.c the physics are pretty similar to what I would guess this asset does https://assetstore.unity.com/packages/tools/physics/kinematic-character-controller-99131