EVERYTHING IN THIS BUILD IS SUBJECT TO CHANGE, THE ART IS PLACEHOLDER AND UI AND EFFECTS ARE FOR TESTING ONLY.

Hi again, I made visual updates to the movement test build and fixed some overlapping edges people found on the map. Not to mention the new addition of my generative art prototype I made using unity particles.

You can cycle through the seasons with the top left button 'change season', it takes approximately 10 seconds to transition. I have plans on being able to control that more elegantly, but for now it is a wee bit slow - but looks good - i think :)

Check out my YT for video updates:  https://www.youtube.com/channel/UCVbweBFT1YY5r_laYqrnusw

Development log

Comments

Log in with itch.io to leave a comment.

Deleted 213 days ago
(+1)

Jokes aside :P

For the jump, I'd recommend using this:

https://answers.unity.com/questions/854006/jumping-a-specific-height-using-veloc...

On key release, zero the upward vector/value. You can create a separate variable for gravity when falling. That way you have a gravity value (or "speed") for jumping up, and down, giving you a fair bit of control on the feel.

The circle collider was probably better, you'd just need to control the slopes better. Your speed should be constant, and as it is now, I keep getting stuck in some places :(

Lots to think about here, once I'm not wrapped up in the editing I am going to focus on the 'feeling' of the jump.

I have set up a fall gravity and default gravity that I lerp between after releasing a jump, it seems to be giving me a lot of control in how heavy the fall is and how much variance in height I can achieve without flattening the y value immediately.


Will need a day or two to finish editing though and handle slopes before another updated build hits.

Really appreciate the thought :D I think the fundamentals for my slope movement needs to change

(+1)

Personally, I like the controls, they're decent and not wonky. I would like it if the camera position moved a little so there's more space in front of the character as it's hard to see where you'll land when you jump. All the best for your game :)

(+1)

Thank you sir Mashed! Your camera point is very noticeable now that I'm paying attention. 

(+1)

Feels pretty good to move around, and I like the camera motion.

Something about the jump feels a bit off, but maybe it's just me. If I had to guess, it could be that the upward motion is too slow (time/speed in reaching apex), but changing the jump sliders doesn't really solve the issue. It just feels inconsistent. Also, the character queues one jump in advance if you press the key. I'm assuming that's intentional, but the second jump height is either less or more than the first, even if I only quick-tap for the first, which doesn't come off as intuitive.

What I don't like is how the player slides off slopes. It should be on/off. Either he's stationary, or sliding off at a constant speed to indicate it's too steep, not in between.

What's the secret text about?

Overall, really cool. Looking forward to seeing more updates!

Thanks for the feedback Mirza :D

I have been trying out different methods of jumping that allow for variance in jump height. Currently I have a version that is only in terms of vertical units and horizontal units. I based it off the equations below that solve for a gravity and initial velocity.

I'm open to other references or ways of thinking about movement if you have suggestions. I want to get movement done right.

And what secret text?

Deleted 213 days ago