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SpawnCampGames

29
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A member registered Aug 22, 2019 · View creator page →

Creator of

Recent community posts

Loving it so far! When do you anticipate release?

Sure, let me see If I can't dig it out and I'll post it to my github.. Currently has a video clip from the show that I was projecting on a render texture that plays on the living room TV.. hehe, I'll have to remove that ofc.. Everything else is made in probuilder. I'll send another reply when I have a link!

Hey thanks! ya. this is the basic movement im building everything up from.. i just want initial gut feelings and stuff.. the walk is a bit slow.. but most of the time you'll be sprinting most likely, which will be in the next alpha build.. and then i'll re-evaluate all the movement up until that point.. and so on.. thanks for giving it a play.. i'll keep it in mind as i extend it :)

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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..

Thank you kind sir. Hope your characters eye's remain shielded through all elements, natural or developer made >8)

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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

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Great game, Nice concept! Love the emissive coat you gave before publishing :D Now we need the back 9!

Everything was amazing, art, sound, mechanics! Only critique I have is personally, I feel like there's perhaps too many panels @ the very beginning of the gameplay.. Ramp it up slowly, so its easier/faster to see more of the game and what mechanics, setups there are to keep me playing. 

webGL doesn't work for me

Love the art and atmosphere! The way it is currently tho, I would have the dice roll a bit quicker unless there's other things going on.. and I would implement many-a-more special die to keep the game interesting! :) btw, I felt robbed @ first. I was up 70 to 10 and then rolled bad rolls until it was 10 10 and then we tied up twice before winning by 1.. I was stressing. Dice be like that sometimes

Great game! I feel the pacing was a bit fast.. The fun factor is definitely there! The only thing C would suggest is having the dice play bigger role or at least make it seem like they are. Like I feel colors make sense and feel important, but I don't feel that with Dice.. Clicking different numbered dice that are shown with different starting faces all end up feeling like the same random number generator. There's no decision making between clicking a 2 @ the top or a 5 near the bottom as long as I'm hunting something that color will give me.. But that's a minor gripe, Well done!

Great game! Looks real polished, the sfx were good, background and aesthetic felt good, and the gameplay was solid and went well with the overall appeal! The only thing i saaw overall was an audio bug, when physics, like the turning obstacle would push ur player around i guess it was playing the audio every collision resulting in the bRrrrrrrr sound.

Really fun game.. Nice introduction to the movement set.. Only critique is the bg audio loop needed to be longer, had to mute it really soon.. but ofc great feature to let me turn down just the bg audio :thumbsup: well done

Love it! Top marks

What is that audio?

🍬 here

--- catch my devlogs on my youtube channel!

First

Glad you liked it!

We definitely need to rebalance / expand on the tutorial.. It supposed to be difficult but lots of people are having trouble grasping the main mechanics.

Thanks for playing, and for the kind words.. I plan to continue and develop this further.. I'm always looking for ideas and suggestions.. I'm currently working on a black hole ;) If u wanna keep up to date plz follow.. And my youtube page will have devlogs of the process as well..
Cheers Friend!

GamePlay

You should definitely check out this game.. It's dark and gritty and the I loved the atmosphere.. I'm not quite sure, but I think its still in development. From where I'm sitting it has soo much potential and I hope the Dev continues to put in the effort I've seen so far..  https://thomas09-games.itch.io/saving-grace

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Dude, its good to see you on itch! I used your kit to learn from like a year ago!

If you want you can check out my prototype..
The character is a custom character controller..
All built from scratch and with some well gained knowledge from looking over your project..

https://spawncampgames.itch.io/narrowynn

Gotta admit, when I first looked through it I didn't know about prefabs.. Why the player was spawning in, how interfaces functioned or what they even were.. I've since learned a lot.. And your project helped a lot!

This guy is solid!

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Thank you!! So much more to come.. I see you didn't quite notice you could read the signs.. Oh and A shame you didn't return to the stairwell of your house. (The Starting Location) to see all the wealth you accumulated :)..

Regardless, Thanks for Playing!!

I encourage you to give it another try.. It's more than just a walking simulator now :P

Now there's somewhat of a point! :D

Oh, no problem mate,  Its hard to share the project with friends, beta testers, and to whoever else I wanna show it off. Maybe not the best platform for it but I've never used itch and figured I'd try to keep the updates coming on here.. It's more simple than my other methods and when I discovered the DevLog, I think it'll work out well..


But yea man, I'm mainly a graphic artist but I am pretty good at Math and taught myself to code html as a teenager.. I found Unity wasn't anything super hard to get into and like anything, it just takes a little drive.. So I made the plunge and so far I think it's turning out pretty well..

I'm going to keep updates rolling out as quick as I can and try to keep well illustrated DevLogs to help other people get involved.. With weapons and targets coming out next week, and also a new wall climb and slide mechanic, if you found it interesting.. Please continue to check in!!

Its just a prototype for a character controller.. (the players movement)..

no point to it really.. Just putting it out there to share with other Developers / get tips/ advice etc.. Then when it's all finished and coded effectively I will release it as an Asset for newly inspired Game Developers.. :)