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(+1)

Random thoughts as I'm playing:

Not a fan of the colliders being active on picked up objects.

Enter to advance dialogue's a bit odd, making it able to be clicked through (or e, since that's the interact button) as well would be nice.

Like the silly animation that plays when entering a new decrepit australian shithole, but it occludes the crosshair. Moving it up a bit might work, or turning off the crosshair while the animation is active.

Turning controls on the ute are... bad. Not in a fun way bad. Like the level of interaction on the car.

After taking on a delivery task it'd be nice if the post-accept dialogue references where I need to go. 

i plan to keep colliders on to avoid physics issues, but it definitely needs tweaking cause it makes movement annoying. The dialogue thing is just a placeholder cause I had an update timing thing where when I bound it to E you got softlocked in convo and I just did the hack fix of swapping input until I have time to fix it.

Thanks for the feedback. The ute controls are fine that's just a skill issue ;)

(+1)

You don't have to turn them off but consider (if you still have the layers for it) having the player controller on its own collider layer and having a collision layer that doesn't collide with that layer (you can set this up in the Unity physics matrix). When you pick up an object shift it over to that player-collideless layer, then shift it back when you set it down. That'll keep the physics but you won't end up with issues.