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(3 edits)

Hit sounds are nice but I’d also try out impact VFX, it’s sometimes hard to visually tell when/where hits land, especially in the dark and while I played muted for a bit.

Subjective but I don’t like when locking onto a far enemy that the camera moves forward, partially hiding the player.

Also subjective but I prefer the character to strafe relative to the (free) camera than turning to move.

Is VSync on (if so, let me turn it off) or do you have a mandatory framerate limiter (if so, how’d you implement one that precise in Unity? I had tried 3-4 methods a while ago and all were jittery)

I’m sure you’re well aware of bugs/jank like the apparent sinking after jumping (and staying sunk on the platform/walls), also managed to get myself stuck in a ready-to-kick animation once but couldn’t replicate it.

Edit: About rain, my personal favorite to this day is a 2007 demo by Nvidia, have a look https://developer.download.nvidia.com/SDK/10/direct3d/screenshots/samples/Rain.html

Still feels unsurpassed, I’d love to try and replicate it for my game(s) one day. It’s pretty wild, they use actual photographs of individual raindrops lit from multiple angles, it’s in the whitepaper.

Thanks for giving it another shot.

VFX are definitely on the to-do list.

I don't think I'll be making the player follow the camera's orientation any time soon, but I'll make a note to fiddle with how much the camera can move away from the player during lock-on. Could easily be a setting.

It seems like V-sync is on by default in Unity. I'll make a note to figure out how to disable it in the options.

Thanks for the heads-up on the ready animation stuck, I really thought I'd found all the cases that could cause that.