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(+1)

Wow, that's a lot of work, location is just huge.

There is a few issues, though. To prevent the character to stuck to the walls, you can add a physical material and set a bounce to some small value. It takes a few minutes, but helps drastically. Also, would be great to have some sound indication, when the oxygen level is low. Did two times before figuring it out) And at least some objective system to know, what to do)

(+1)

I did make the player quite quickly without paying much attention to mobility issues. and indeed i found such a mobility problem. which I thought was fixed with a physic material that was set to frictionless. but I guess it didn't. The reason seems to be this one

The averages are maximised

The friction and the bouncines are set to zero but the combination turns always to the maximum friction and bouncines posible of the other objects without physical material.
 Thank you for pointing out the problem I didn't realise.

Indeed it was a lot of work, to make the map alone, albeit I did model myself some set of models for the ship rooms that fitted like a lego between each other, something that thankfully sped up a little the creation of the final map.  Although extra iterations of models and minor issues to fix were a toll to pay.
I wanted to add sound indications for oxygen as well as the breathing sound but I didn't find time for that.
A simple objective layout was thought as well as labels for the rooms and a map. but things went too fast, the map changed, and some things required more attention than others  So I scrapped some half-done ideas.  At some point, I even asked myself whether the computers made the cut.  They did thank god.
Thank you! I highly appreciate your feedback!