I rebuilt HTM and ended up changing the gameplay style. Please give it a try and leave feedback, especially any ideas for more levels and a possible storyline. If you want to work with the project itself, please email me: boothj25@gmail.com.
It is really funny! I loved playing and I’d like to play more. Reminds me of Sonic in a weird way. 2 things though I found a couple bugs, 1 you could see an item through the wall and when you touch a wall you immediately start the wall cling mode. You could just add a line of code or two telling the game where to start the wall cling. Secondly, check points! I did get a little frustrated with having to start over and over at the beginning. But yeah this game is really fun the animations are pretty good. The wall cling/run animations should be a little different because it doesn’t seem to fit. I really want to see more and one quick question.
Maybe it’s just me, but you may want to increase the joystick deadzone (i am using x360 gamepad) to something like 0.5f, your meerkat kept doing funny things while in idle state. Other than that, good work
Firstly, thanks. I want to make games that are like the old platformers(simple), and Sonic is one of my inspirations. I used the flare shader on my “goal” object and when I realized it’s visible through walls I thought it may be nice to let the player always see where it is as a sort of waypoint. A better way would be to have some type of HUD pointing toward it in a non-intrusive way. I have been considering check points, but to me the tutorial and first level shouldn’t need them due to their short duration and low-difficulty but off course I’ve had enough playtime with it for it to seem that way to me. The truth about the wall cling is that I came up with it as a solution for not being able to stop Hex’s rigidbody(I didn’t use a character controller due to it’s processor expensiveness and unresponsiveness to other moving colliders) from “sticking” to walls. The best I could do was get it to bounce off but that was going to have the character lacking a form of maneuverability most expect, jumping to a higher area while pushing against the side of the plat. I am open to suggestions for sliding animation, perhaps in the form of illustrations and the team consists of three, me, myself and I :). But this is only because I’ve yet to have anyone interested in working with me on it.
Thanks. I wanted him to have some personality so he’s periodically looking around or noticeably taking breaths. Perhaps these animations may be a bit exaggerated? Or are you meaning that he’s actually moving? If so, that has never occurred with me but sometimes different system’s(OS, hardware) can bring about different behaviors. I’m using Unity 3.4.2 because when I recently tried to switch to a newer version it destroyed a lot of my meshes and animations.
Yeah, please post pictures. I don’t know what’s with these forums but hardly any threads have screen shots and if I’m not mistaken, they are required in a thread. What’s also annoying is when they make a thread but don’t post pictures, instead they post links to facebook or some website.
I came here to look at games, not be redirected to facebook. If you post some pictures and info about your game, great, feel free to post a site too.
I will gladly play your game if I know what it’s about.
I’ve tested it again, the animations are not the issue, it’s definitely the deadzone being too small.
Whenever i move the left analog stick a tiny bit, your character begins facing forwards, then backwards, forwards in just 1 second.
I hope this helps
It is looking great! I’m following this and I’ll spread the word about this game. I did notice you made the jump shorter. I’ll share this on my Facebook and other forums!
Thanks FBTH. I won’t say too much but I definitely have made some substantial improvements. A few issues have me stumped but I’m not clueless. One weird thing is a copy of my character prefab will go “bad” and fail to carry out some of the functions in attached scripts. I found that part of it had to do with the type of update being used and therefore I could sort of fix it by making a variable that would repeat some functions in a LateUpdate. This of course, isn’t a full solution because it doesn’t explain why that is necessary for one function and not for another and doesn’t work at all for another. Also, the cause of a prefab going bad is still a mystery to me although I’m afraid it may just be an issue with Unity.
http://dl.dropbox.com/u/31167283/HexNav1%262/WebPlayer.html
An update with some fixed issues, the biggest two are now movement speed is not affected by camera tilt and Hex stays firmly planted on rotating platforms which I was able to make happen by temporarily replacing the capsule with a box collider on certain surfaces because only two flat surfaces can have 100 percent friction toward each other.
Hey,
When people give me suggestions or advice, it makes me nuts… but here ya go…
The most important thing to establish early on are the 3 C’s : Character, Camera, Control…
Not sure what your target audience is, but I would assume a casual gamer? I tried the game… couldn’t make it past the wall slide, so I just quit.
I think those first jumps need to be way easier. They should be the same size of the platform I am on.
I couldn’t get my guy to face straight at first… He was at diagonals. I figured out I had to move the camera to get it to face the right direction…
I didn’t realize I was supposed to control the camera with the mouse at first… if your target is a more casual gamer… the camera should just move around for me. It was too much work to control the camera and hit arrow forward and hit jump.
The beginning is a tutorial… it says, “here is where you can try the jump”… I think it’s obvious I’m supposed to jump there. What would be great is telling me HOW to jump. Maybe say, “Hit spacebar to jump to the next platform” this teaches me the word “platform” too which you can use later…
“Hex can slide on walls”… but… how? How about… “Use the x and y key to slide Hex along the wall to the next platform”; I never figured out how to do that. Also, when I failed the wall slide, I had to go back to the beginning. If it’s a tutorial, why not put me right back before the thing I am learning.
I like the animations, character and idea. Keep running with this!!! But definitely grab a non-gamer and watch them play in front of you (without telling them what to do at all) and see what they do.
It is great every time I hear from someone even if it’s mostly criticism. Concerning the difficulty, I am actually not going for a very casual gamer but rather someone who likes a challenge, with a lighter mood than most of the “hardcore” games(action, fighting, etc). I do think I need to start things off slower in terms of introducing substantial challenges and I have to keep reminding myself that some players don’t have a joystick. I know I have a rather simple interface and very little camera work but the main two reasons are to keep the performance high so that input-lag is at a minimum and so the player can have a high degree of control. I am willing to make adjustments to a point but once I start noticing frame rate dips I’ll have to either find ways to simplify scripts or stop adding. One thing about casual gamers is that they usually don’t have high-end machines.
I know this style of game may not be what popular now but I really think it would be a good opportunity for anyone looking to gain experience to collaborate on this project. I am looking for basic level structures, story ideas and soundtracks or any other contribution.