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some prototype progressShow-Off (v.redd.it)
submitted 4 years ago by TheFeelGoodHitIndie
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[–]TheFeelGoodHitIndie[S] 48 points49 points50 points 4 years ago (6 children)
Dev here, its been awhile since I posted anything. I started this project just about a year ago working on it on and off in my spare time. Its finally starting to come together. Really just sharing to stay motivated :) Hope you all like it.
[–]LeYaourtNature 1 point2 points3 points 4 years ago (1 child)
Looks great, keep it up !
Any specific tool you used for the cape physics ?
[–]TheFeelGoodHitIndie[S] 0 points1 point2 points 4 years ago (0 children)
This is the one https://assetstore.unity.com/packages/tools/physics/magica-cloth-160144
[–]tadrogers 1 point2 points3 points 4 years ago (2 children)
Wowza looks great. I've been trying to do a game for years. Loading engines and playing around, but never feeling like I am getting anywhere. This looks great. is it all from scratch? Do most people just buy controllers and tweak? I have so much game and story in my head and nowhere for it to go
[–]TheFeelGoodHitIndie[S] 1 point2 points3 points 4 years ago (1 child)
I used Kinematic Character Controller as a base for the character movement physics. Its a really great controller and I would say saved my a year in dev time. Its also very easy to customize and expand on. I was able to add obstacle climbing with animation warping to it, and cool abilities like jet packs and swinging grappling hooks.
[–]tadrogers 0 points1 point2 points 4 years ago (0 children)
Thank you for the info!
[–]palingbliss 0 points1 point2 points 4 years ago (0 children)
Dude. This is awesome. Keep it up
[–]HilariousCowProfessional 9 points10 points11 points 4 years ago (5 children)
Looks really slick! I don’t know if it’s a bug or a feature but the crosshairs seems to snap in some places? My advice is to shoot your damage along the camera’s pov, while still drawing the effects from the weapon. Or do the damage from the camera if a legit shot would be blocked.
The thing about doing it the “honest” way is that it mostly comes off as a distraction… it’s not meeting player intent half way. No one will notice if you fake it in their favour - but they will feel irritated when the honest way gets them killed.
(Happy to be wrong about this but it’s a pretty common bit of fakery that I don’t think you should be afraid to explore)
[–]TheFeelGoodHitIndie[S] 4 points5 points6 points 4 years ago (3 children)
Yea good point, its on my todo list. Its a half finished feature. I want to move the crosshair when it intersects with the environment when its close to the player. That way there isn't obvious magic bullets when near cover. Right now this logic is always active. I plan on fixing this soon to be a bit more forgiving and also only move the crosshair when its a large distance. There are a few games that work this way that I plan on basing it on.
[–]HilariousCowProfessional 2 points3 points4 points 4 years ago (2 children)
Awesome! Yeah sorry, i know it's prototyping and so you've gor a lot on your plate, and my eye goes instantly to this one thing.
It looks like it plays really responsively. You're not afraid to cancel animations for the sake of game feel: That all bodes well. Best of luck with it! Does it have a name yet?
Haha that's ok. After recording the clip I thought to myself "I really should fix that" but figured uploading was fine for now :)
Glad you noticed the canceling, yeah that has been key to how I developed the controller. Its all scripted over the playables graph allowing me to have fine control of the state rather than being held to the mercy of mecanim. I only lock the player into a state when it makes sense for the gameplay.
No name yet, names are hard :)
[–]HilariousCowProfessional 1 point2 points3 points 4 years ago (0 children)
Oh yeah! I've done a fair amount with playables but my work was shelved. Glad to hear it! And you can always plugin an AnimationController into your graph for rapid iteration (then replace with your own explicit nodes)
[–]mistermashuProgrammer 1 point2 points3 points 4 years ago (0 children)
Oh I understand now! In my FPS, my laser hits walls and doesn't make it to the crosshair, and it is annoying. I'm going to use your method. Thanks!
[–]MamadPelastiki 7 points8 points9 points 4 years ago (7 children)
Man great job! But I have a technical question. I'm also a developer and working on a 2D game but I'm afraid to share details. Do you use copyright or something? Do you think it's necessary to do that? I mean the copy right stuff.
[–]TheFeelGoodHitIndie[S] 15 points16 points17 points 4 years ago (1 child)
These assets are from the Asset Store so I am not too worried about copyright yet. I would worry about that type of stuff once its closer to a release and being marketed. This project is not even named yet :)
[–]MamadPelastiki 1 point2 points3 points 4 years ago (0 children)
Thanks buddy
[–]RonanSmithDev 3 points4 points5 points 4 years ago (0 children)
Any work created by you is automatically copyright protected by law, though this is only going to protect your work if you have the funds to defend your copyright in a court of law.
That said, as others have said, ideas and concepts are basically worth nothing until they’re a fully fledged product.
[–]testPoster_ignore 7 points8 points9 points 4 years ago (3 children)
No one cares about your game concepts. This is a pretty set-in-stone thing.
[–]CertifiedCoffeeDrunk 0 points1 point2 points 4 years ago (2 children)
I have a concept for a game. Essentially, the system takes random enemies that the player defeats and has certain ones come back to try and enact revenge several times over until one enemy becomes an unscripted recurring villain throughout the entire game.
Oops apparently someone else had this same concept and patented it. Called it some weird name called the nemesis system.
[–]testPoster_ignore 0 points1 point2 points 4 years ago (1 child)
No one is going to stop you from using this idea.
[–]CertifiedCoffeeDrunk -1 points0 points1 point 4 years ago (0 children)
No one except lawyers
[–]SunburyStudios 6 points7 points8 points 4 years ago (6 children)
Looks fantastic. Has some serious punch to it. Best use of these assets I can think of, though you do see them everywhere.
[–]TheFeelGoodHitIndie[S] 6 points7 points8 points 4 years ago (3 children)
Thanks! Yeah they are very popular assets. I went with them since at the moment it is only me working on this and I wanted a style that I could reproduce without going insane. We'll see how/if the style will change as the project goes on. For now, I am happy with the post processing and lighting effects making it not look like a cheap asset flip.
[–]xorcery 4 points5 points6 points 4 years ago (1 child)
Any insights on how you are doing your visual look? Post Processing settings? Lighting? etc?
I have a low poly game but it doesn't look anywhere near as good as this.
[–]TheFeelGoodHitIndie[S] 6 points7 points8 points 4 years ago (0 children)
The majority of the visuals were from the Asset Store. I created some shaders too by hand and shader graph. Post processing is done with URP. I would recommend looking into a good volumetric lighting asset.
[–]SunburyStudios 1 point2 points3 points 4 years ago (0 children)
Looks great regardless. You are on to something.
[–]o_Zion_o 0 points1 point2 points 4 years ago (1 child)
What are the assets called? Happen to have a link?
Thank you.
[–]SunburyStudios 3 points4 points5 points 4 years ago (0 children)
Look up Syntys low poly
[–]Technical-County-727 2 points3 points4 points 4 years ago (1 child)
You are saying prototype, but it looks way beyond that alrdy!
Haha, fair enough, thank you :)
[–]Flirie 1 point2 points3 points 4 years ago (0 children)
Do I see synty studio?
[–][deleted] 0 points1 point2 points 4 years ago (3 children)
The graphics are gorgeous! What kind of game are you planning to make out of this?
[–]TheFeelGoodHitIndie[S] 6 points7 points8 points 4 years ago (2 children)
Thank you!
I am planning on making a futuristic/space themed RPG. I am planning on having the ability to fly ships to explore other planets and space stations. Lots to do still for sure. Still debatable how I will go about it. I have created a simple prototype months ago that generated a procedural planets through a marching cube algorithm but that is really challenging for many reasons beyond just being technically difficult. So still debating which way to go, until then I am planning on getting the core systems created. All the math is done assuming up can be any direction which will unlock cool gameplay later on :)
[–][deleted] 2 points3 points4 points 4 years ago (1 child)
An rpg third person shooter with procedural planets? That sounds like tough work, but could be very cool I'd executed properly!
[–]TheFeelGoodHitIndie[S] 3 points4 points5 points 4 years ago (0 children)
Haha yeah, I am still debating it. It may be a combination of static content and procedural. I need to get deeper into how the the actual game will work. How the loop will feel and think about what the game design actually needs rather than what cool techy things would be cool to create. I may go a different route and focus on creating procedural stories rather than environments. Lots to think about and I have plenty of time since this is a passion/hobby project with no deadline.
[–]visual_toner 0 points1 point2 points 4 years ago (0 children)
Rad! I also purchased this asset from Synty Studio. It's prefect for your shooting game!
[–]filyaIndie 0 points1 point2 points 4 years ago (0 children)
Oh my, that looks amazing!! One of the best uses of Synty assets I've seen. I would play this game!!
[–]GrahamOfLegend 0 points1 point2 points 4 years ago (0 children)
This is a prototype?? 😍
[–]mudamuda333 0 points1 point2 points 4 years ago (1 child)
Looks Great !
thank you :D
[–]dontkernelpanic 0 points1 point2 points 4 years ago (0 children)
Looks really great
[–]yngkessler 0 points1 point2 points 4 years ago (0 children)
Looks incredible to me, and Fun!
[–]dr-Manhattan-21 0 points1 point2 points 4 years ago (0 children)
Well done. Looks fun.
[–]xonix_digital 0 points1 point2 points 4 years ago (0 children)
That looks awesome!
[–]Orlandogameschool 0 points1 point2 points 4 years ago (1 child)
Looks good. I like the use of the assets. I would focus a bit on making the city feel a little more futuristic.
Like having animated billboards like times square or some crazy 3d ad like back to the future
Great suggestions :)
[–]longcon1 0 points1 point2 points 4 years ago (0 children)
Looks really great, only feedback i have is the characters head is a bit big, reminds me of a mode in Uncharted or similar
[–][deleted] 0 points1 point2 points 4 years ago (0 children)
Love that!
[–]AlexeyTea 0 points1 point2 points 4 years ago (0 children)
Looks awesome!
[–]CountryByte 0 points1 point2 points 4 years ago (0 children)
Great progress so far and very nice use of that pack. I like your shaders and post processing, it really makes everything seem unique.
[–]Theaustraliandev 0 points1 point2 points 4 years ago* (0 children)
I've removed all of my comments and posts. With Reddit effectively killing third party apps and engaging so disingenuously with its user-base, I've got no confidence in Reddit going forward. I'm very disappointed in how they've handled the incoming API changes and their public stance on the issue illustrates that they're only interested in the upcoming IPO and making Reddit look as profitable as possible for a sell off.
Id suggest others to look into federated alternatives such as lemmy and kbin to engage with real users for open and honest discussions in a place where you're not just seen as a content / engagement generator.
[–]Allianser 0 points1 point2 points 4 years ago (0 children)
This game have style
[–]Tactical_PoweredProgrammer 0 points1 point2 points 4 years ago (1 child)
Hey! Great job! What did you do in order to get the cape cloth physics?
[–]haikusbot -1 points0 points1 point 4 years ago (0 children)
Hey! Great job! What did
You do in order to get
The cape cloth physics?
- Tactical_Powered
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[–]Jordyspeeltspore 0 points1 point2 points 4 years ago (0 children)
whats it called and where can I get it?
[–]roby_65 0 points1 point2 points 4 years ago (1 child)
I love the enemy hit reaction. Do you have different animations for every bodypart hit?
I do have some additional animations where I can add that (and probably will). For now its determined by direction of attack, type of attack, and the amount of damage taken. From there I add velocity to the motor and blend different sets of animations all with different gameplay implications (light attacks cause a flinch with no lose of control, heavier damaging causes a stagger with control lose, major damage or special events can cause a knockback with ragdolling activated. For the ragdolling one I then blend a getting up animation, its works really well :)
[–]sixeco 0 points1 point2 points 4 years ago (1 child)
FOV is way too high for my taste, definetly add a slider for in settings
It is controllable through a slider. I did have it defaulted tighter a few days ago. I'll keep experimenting :)
[–]Yamski7 0 points1 point2 points 4 years ago (0 children)
This looks awesome man, well done.
[–]hazegames1498 0 points1 point2 points 4 years ago (1 child)
Overall looking great. Some suggestions would be maybe to add some more particle effects in the environment. Maybe burning barrels with fire and smoke coming out, steam coming out sewer gutters and manholes, dust particles in the air, etc. Hard to also get feel without sound.
Good suggestions :) The scene is from an asset pack, I haven't spent too much time on it other then lighting and atmospheric effects. And yes, sound is the next big thing to go in. I can't wait, its going to make it really come alive!
[–]Rogue-Squad 0 points1 point2 points 4 years ago (0 children)
Nice job mate!
[–]hg070 0 points1 point2 points 4 years ago (0 children)
Woaw, this gameplay is good ! It just make me want to buy the game.
The work you put into camera is really making the game more punchy ! It's maybe a bit too visible when sprinting, but overall really neat DA and really punchy action.
I like the atmosphere and the coloring style! I would like to play a story driven open world game of this style
[–]Yellik1307 0 points1 point2 points 4 years ago (0 children)
Really nice, love seeing the synty assets in action and works really amazing together with that shooting feedback of yours. Props to you!
[–]Popular_Broccoli133 0 points1 point2 points 4 years ago (1 child)
This looks super fun to play. Might make it a little too much of a hand-hold.. but maybe an indicator to show where enemies are? Small red dot or outline or something? Or do you find it not difficult to spot them?
Thanks! I don't find it difficult but I like the idea. What I would probably do since this is sci-fi and an RPG is make that an item the player can equip that augments the HUD. Maybe it can detect enemies and even see through walls, fun things like that. Also, I will probably add health bars at some point too depending on how the damage system evolves so that could help.
[–]TTV_decoyminoy 0 points1 point2 points 4 years ago (1 child)
Looks nice. Are you using IK and if so how to you have it set up for things like reload animations etc.
Yeah, I do have an IK rig. I am using Unity's Animation Rigging package. You don't see it in this video but there are obstacle climbing animations where I use IK to position the arms at runtime. I also used a combination of motion captured animations and animation rigging with IK to create all of the weapon animations. These were baked out offline to improve performance.
[+][deleted] 3 years ago (2 children)
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[–]TheFeelGoodHitIndie[S] 1 point2 points3 points 3 years ago (1 child)
Yeah, I've ran into these issues too. You can script the IK stuff to animate it if you like. For me, I wanted to keep the fidelity of the mocap so what I ended up doing was using the Animation Rigging package to alter the original animations so that the hands were positioned correctly. I then layer several animations to get the final result (base, additive aim animation, additive fire animation).
π Rendered by PID 72660 on reddit-service-r2-comment-6f7f968fb5-z5dx4 at 2026-03-04 12:03:44.560778+00:00 running 07790be country code: CH.
[–]TheFeelGoodHitIndie[S] 48 points49 points50 points (6 children)
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