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(1 edit) (+2)

Love the feel soo far.. This is really good. There's nothing really bad to say.. I had to take a little time to get used to the key layout.. at first it felt odd until i realized all the attacks are also on the right hand side.. Anything I noticed you probably already know about.. The down slopes.. sometimes they'd be fluid and sometimes the cc would bounce down it, *im sure ur aware* but thats a nit pick.. excellent stuff.. the only critique i would have is i feel like having to stop to go down the openings was kinda a flow turn off.. unless theres a slide/dash move or something that would interfere I would allow the player to just pass thru while moving.. (with the s+space addition.. anywho. im rambling.. well done.. i'll keep an eye on this one..

luck may have it just released my first movement proof of concept.. its a kinematic controller with a few caveats. oh and a vehicle controller.. trying to get a firm grasp on melding the two before i move on to refining it any farther.. since im going to use enemy types and their behaviours as a basis to go off.. 

i posted it a few posts above urs in the UnityDiscord :)
happy dev'ing

(+1)

Hey, thanks for giving it a try and leaving feedback!


Slopes have been the bane of my existence. I've been slowly making changes here and there to handle cases like that, but I've still got some weird inconsistencies like that.

The keyboard layout is divisive! I plan to implement live remapping, and an alternate keyboard layout that switches the hands, but the current layout was made so that the widest variety of keyboards could use it (laptops often have tiny or no arrow keys, no numpads is a common thing, and Mac keyboard layouts are missing some common keys you might use on windows...)

The game is made for controller first, but I've put alot of work into making keyboard controls just as good, since most people play testing tend to use keyboard.

(1 edit) (+2)

before I swapped over to a kinematic character controller i worked on a custom character controller for about 8 months.. Slopes also worked me over real good.. In the end the best solution I found was also probably the most straightforward..

    private void ApplyGravity() // before Move()
    {       
         if (myCC.isGrounded && generatedGravity < playerSettings.desiredGravity)
         {
         generatedGravity = playerSettings.desiredGravity;
         }
         generatedGravity += playerSettings.desiredGravity * Time.deltaTime;
    }

Can't say It'd be even useful for you but I figured why not offer..
I constantly apply my own gravity ( generatedGravity ) at all times. And before that if the player is grounded I set it to a constant value..

This seemed to work out well for me after playing with the values to get something that glided down and up the ramps smoothly.

Then of course, this doesn't affect my jumping as I cancel out my Y velocity before I do..

Funny enough, I'm also using a kinematic rigidbody character controller, with raycast based collision detection and psuedo-physics