Spheracing

Hello! I am working on a game called Spheracing. It is a racing game where, instead of using karts, you race with spheres around courses, which is much more dynamic and exciting. I have created a level demonstrating game play mechanics already, but before I continued creating the game I thought that I would ask you all for general feedback. Here’s a video:

The sound effects are not final, and potentially neither are the graphics.

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pretty good idea. I think the game would be more interesting if instead of fps it was 3rd person like marble madness. Then people would have the ability to choose color of ball they want and see results of running into walls and grinding up against other balls and such. Fps seemed a little weird at first, then I realized what was going on. Initially I thought the camera was just a chase camera observing the race.

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yeah could play this… the camera could look ahead a bit (like if going on a hill, it would look bit upwards, not sure how it would feel though)

maybe check this one if it helps,

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Thanks for the feedback! I will definitely experiment with that camera setup.

I agree that it would be much better as a 3rd person experience, frankly it was about half way through the video before I realized it wasnt already.

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Thanks for the feedback! I will make implementing 3rd person view a top priority.

Ok…I have implemented the camera look up function, but have decided not to implement a third person camera. It doesn’t look good in the game, and to avoid clipping you practically have to switch back to first person mode a whole lot. Therefore, to avoid any confusion about the screen being a chase cam, what if I put a mesh resembling a cockpit around the camera’s field of view?

Are you sure? Maybe researching/investigating solutions to this problem would help it look better. Multiple cameras, render layers are among some of the popular solutions for this problem.

Well, it’s not just that: In my opinion, it just looks better graphically when you have first person mode. The sphere in first person mode looks like it rotates too slowly, for one thing. If you’d like, though, I could post a video with third person mode, just so that you guys can compare the two modes. My judgment may be inaccurate.

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Perhaps post an updated video then.
Obviously you should make the game you feel artistically bound to make.

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Well, the feedback from the community is the only thing that really determines a game’s success. I will try to get a video posted in the next couple of days, if not by tonight. I trust your judgment as the community.

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This is a good idea. We can see how it looks in both views.

I can see how this might be an issue, however addressing this issue with proven solutions could improve the look in 3rd person view and really improve the overall experience.
It might be - that iterating on the camera for 3rd person - might end up being one of the determining factors in this being a little more popular and enjoyable.
This is Interesting - how one feature a developer implements on a regular basis when creating, learns that feature could be integral to the game, the feature could end up becoming one of the most important elements of the entire experience.

To compare - it’s like incorporating a right click on the mouse instead of a common left click. This can drastically change the ‘feel’ and flow of the gameplay.

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I rather like the first person view, though maybe that’s because I haven’t seen it in third person. I might prefer that one.

I’m looking at you, Blender devs.

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An important, thoughtful point.

As I have stated earlier on this thread, I’ll try to get another video posted soon so that you guys can compare the two modes.

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I’m pretty sure that depends a lot on how the placement of the camera is solved. You should try another approach then, maybe. ie you could “record” the movement path of the sphere with an offset in y direction (or the floor surface normal, in case you’re working with slopes) and move/interpolate the camera along that path, always focusing the sphere. That way you can always(at least almost) be sure that the path is valid and not clipping.

Edit: You could use this as a starting point for recording, but you will need to modify it a bit:
https://forum.unity3d.com/threads/2d-how-to-make-a-character-to-follow-the-main-character.328555/#post-2131942

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Here’s the comparison. Note that I took out the fancy camera tilting I mentioned for the time being; I need to make it smoother.

Please ignore the clipping for now; I just want you guys to judge which looks better.

Sorry it’s been taking so long to post updates, by the way. I’ve had more pressing things to do.

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I’d move the camera out more, so that you can see more of the sphere and its surroundings. Another possible camera placement approach just came to my mind. How about moving the camera along a fixed spline on the track behind the sphere? When the sphere goes more left or right, you could still also move the camera a bit to the left or right then. That might also be a nice perspective then.

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That’s actually a great idea! I might try to implement that when I have time.

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You need my Deja View camera system, PM me and we can talk

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Will continue to follow. I do like seeing the ball in 3rd person. I think pulling out the camera further will also look better.
Keep at it - this could be an option for the players to decide which view they like the best.
My son LOVES playing driving games in first person mode. I can’t hardly stand any driving game that forces in cockpit view, but play others in FPS that have optional views just for a little torture. :slight_smile:

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