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(+1)

Yo, I love that the boost is basically flying haha. It kind of changed the game, when coupled with the air braking, into something actually quite fun. I would like for A/D to move me sideways for more precision, and maybe a sensitivty slider for the mouse :) Great work! 

(+1)

Thanks for playing!

The whole reason behind the whole W/S to move thing was because I used an unconventional way of physics to move. I used a Vector from camera position to the Players origin, I probably could have worked out how to create a perpendicular vector through the players origin to allow me to control the sideways movement, but I had absolutely no idea how to do that, and I didn't really have time to find out with all the other things going wrong lol.

I went through multiple revisions on the movement and in the end the final one I decided on going with seemed the least broken/most fun!

Sensitivity slider would have been there if I had had more of an idea how to create proper GUIs/options menus, this was my first ever game in Unity, so I hadn't the best knowledge of how to set that up.

I'm glad you worked out how to take advantage of the movement system, that's actually one of the things I wanted to leave in the game for people who worked it out to take advantage of, sections of the level are skippable if you know what you're doing and you can finish the game in about 1 min 10 or less (that was my best time you can prob be way faster :P )

I recently started doing the camera based movement in Unity too! I can send you the C# I use to get it done. Also setting up a slider for sensitivty is hella easy, we could hash it out sometime if you want :)