[UPDATE] Ok! BIG news! I’ve left my job and moved abroad as my wife has landed herself a position at the Canadian Embassy here in Caracas, Venezuela. So what does this mean!? Well, it means that making Suzy Cube is now my FULL TIME JOB! I’ve written some stuff about this over on my blog: http://louardongames.blogspot.com but I will also be cross posting cool dev milestones and what not in this thread.
What I’ve been working on these bast few days may not seem as exciting for the development of the game like new levels or enemies might but I’m really excited about what it will mean for this game as a learning project. I’m currently hooking up Everyplay. Now, I’m not even sure if I’ll have it as a feature in the final game, I’m hooking it up to automatically record playtester’s play sessions so I can then watch them play through levels to see where friction points lie! I’m so excited about this! Especially now that I’m working from home and so far from my usual game dev buddies.
So, stay tuned! I’m so excited to share this amazing new chapter of my life with all of you!
Yes, your game have the same base character control feel as one of those mario games, which feels so solid.
I was trying to do a wall jump, or triple jump at this game as if i’m playing mario games lol.
let’s keep on developing…
Thanks for the encouraging comments everyone! @zenGarden: The character is a combo CharacerController+CharacterMotor with slight edits for more platform agnostic input. I think they are the Unity 3.0 CC and CM. I don’t think I left a single value at default trying to get it to feel just right. I was going to write my own at first but I’m glad I didn’t. Once I got it feeling good I knew I had made the right call. The Character Motor script handles moving and rotating platforms like a friggin’ champ!
Game Play is Very good coin collection is lil misplaced as the character moves around 3d space players wont be spending time in collecting coins very nice look and check points are exceptionally good placed correct camera rotation is smooth .What about the opponents…
I started laying the foundation for handling taking damage (instead of just instant death from everything) last night. It’s the first step toward getting enemies hooked up.
“It’s really all about the game play at this point…”
What gameplay is there at this point? The character moves around and collects squares as you hope not to fall or get hurt by spikes. I’m pretty sure this is how every 3D platformer starts, so this isn’t anything yet.
It works, but that’s it. Make it something, then you can start claiming that there’s gameplay to be had. Even with what little you have there including the title, I could come up with an idea for a story you could build from.
Just a heads up that there is a known bug in the current build in which it is possible to both kill an enemy and get hit at the same time. This is because I moved the hit check and the jump-on check to different triggers so their radii could be tweaked independently. I’m hoping to have this fixed in the next couple days. Work is really busy with the OIGC coming up, so not much time to tinker this week.
Aaand fixed! The great thing now is that the enemies use one trigger that fits them snugly for damaging the player and a second, larger trigger for detecting getting bopped (jumped on). This makes it much easier to bop them but also allows me to tweak the two triggers independently from one another for perfect feel.
Before moving on to anything really new, I’m going to spend some time fixing bugs with platform movement. I’ve got one bug in the timed rotation platforms that makes it impossible to use certain rotation angles and one in the timing of all platform movements that can cause them to get out of synch with time. I’ll be re-factoring the platform timers so they are always evaluating according to the current game time rather than timers that get set and reset and accumulate errors.
Oh seems I missed the updated with the added enemies, I’ll sure be playing it again when I get home from work
Btw, I was wondering if the character would look better with a different color, pink for example (it’s a girl after all) Cause now she’s grey, like the blocks, it’s as if she’s made out of stone or something ^^’
Ya… still considering that. I’m thinking a light blue, perhaps. I’m keeping warm colours… anything in the red family for dangers. Bigger fish to fry in the mean time, though
Thanks. I have to address the camera not adjusting itself until you move when you respawn though… makes certain areas a little awkward upon respawning. I might try to detect if you’re in a camera trigger when you spawn and simply setting the camera to the trigger’s settings all in the start function or semothing… It’s on the list to look at, anyway.
Updated the build with, what I hope, will be a natural feeling way of making side view level sections easier to play. You can read the updated post for ful details.
Good Lord! How does one create such amazing camera work! I’ve been trying to do a camera like this for one of my games, but I never figured out how to get the camera to smoothly follow and change rotation based on position, but you did apparently , excellent work!
The short answer is that I don’t try to move the camera around the player, but rather I have the camera parented to an object that simply follows the player’s position using a smoothing Lerp function. This way, I can orbit the camera around the player by simply rotating the camera’s parent. The transitions are then handled by placing triggers throughout the level to dictate new target Y and Z angles for the parent object as well as camera distance, which is simply handled by moving the camera along its local forward vector. Oh, and triggers can also offset the camera’s X and Y local position so I can offset the player the the frame to give a better view of upcoming sections, etc.
With all the resources and development brainpower behind the industry’s biggest games, the best kept secret, IMO, is that studios know when to unload the smarts onto the content creators to do things like place camera triggers intelligently throughout a level.
P.S. The brilliant camera work in Super Mario 3D Land for the 3DS is what inspired this whole project in the first place.