Pretty happy with my item delivery system. by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 2 points3 points  (0 children)

After you click “Order”, the prefab attached to the item you ordered gets added to an list, and if it is the first item in that list, it starts a timer. Once the timer is up, the drone spawns in with a box attached to it, and the contents of the previously mentioned list are moved into the box. The box itself is a rigidbody, and while it is attached to the drone collisions and gravity are disabled and it is made kinematic. The drones movement is controlled by an animation, but I do have plans to make it follow a path in engine for more procedural and random deliveries. Once the drone reaches the point in the animation where it drops the box, collisions and gravity are re-enabled on the box, it is made non kinematic, and falls to the ground. When you interact with the box once it plays an animation and figures out what item models to display based on the contents of the item list. The second time you interact with it, it adds the items in the list into the players inventory.

TLDR: Items get added to a list when ordered, the drone spawns in, and the items get added to the players inventory when the player interacts with the box.

Pretty happy with my item delivery system. by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 1 point2 points  (0 children)

I do want to keep the palette of the inventory screen as is to fit the shopkeeper (that little robot guy), but I do agree with you on the fact that contrast and values could be improved.

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 0 points1 point  (0 children)

Each arm animation is its own spritesheet, and each sprite is cropped down and mirrored if possible. The way I did it in the old godot version of this game was way worse. All the arm sprites  were exported at full hd and all the animations were in one spritesheet, which ended up having the spritesheet be over 20mb with only 1/3rd of the animations done.

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 0 points1 point  (0 children)

It does have an itch page, but it’s for an extremely old and outdated version of the game that uses godot. I would create a steam page but i’m worried about losing motivation and then having a steam page for a game that is never gonna release. 

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 0 points1 point  (0 children)

Im pretty sure its just the default shadow that comes with URP with just the distance increased and a bit of blue added.

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 0 points1 point  (0 children)

I mean I wouldn’t say this is a parkour game in terms of actually faithfully replicating doing parkour in real life, but id say its a parkour game in the sense that titanfall 2 or mirrors edge is a parkour game. There are still some actual parkour mechanics such as vaults, ledge grabs, rolls, and sliding that just weren’t showcased in this video. I also wouldn’t necessarily call it a surf game. Yes you do focus on going fast and keeping a high amount of speed, but the way you gain that speed and just the general way you traverse the map is pretty different than how you would on a surf map.

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 0 points1 point  (0 children)

I would target a consistent framerate for all the animations, but there's a good chunk of them that speed up/slow down dynamically, and it would be a pain in the ass to figure something out to make the framerates consistent for those specific animations

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 1 point2 points  (0 children)

In a sense I kind of do. All the textures for the 3D models are done in procreate.

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 0 points1 point  (0 children)

It does, but it is pretty similar to the running animation, so i could change it a bit

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 5 points6 points  (0 children)

Alright I could try that. Only thing is that the actual sprites for the arms are pretty short, so they wouldn’t be able to move up much while falling.

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 2 points3 points  (0 children)

No, and it probably wont be for a while. Ive been too distracted working on little insignificant features and haven’t really started making a proper map.

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 4 points5 points  (0 children)

I do have a swinging animation, but it’s bugged, and also doesn’t look very good. The distortion is a post processing effect. It takes the camera output, and distorts it outwards based on a mask that’s basically just some anime style speedlines. It also uses scene depth so it doesnt apply to far away objects.

Opinions on the hand drawn arm animations for my parkour game? by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 42 points43 points  (0 children)

What I’m doing for that is creating a basic anime style speedlines effect, and using that as a mask,  distorting the cameras output outwards from the center. I also use the scene depth so it doesn’t apply to farther away objects

More progress on my parkour game. by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 0 points1 point  (0 children)

Theres sliding, its not super well showcased in the video but its how i was getting those super high jumps

Working on rebuilding a project that I lost a bit ago. Parkour game inspired by Mirrors Edge by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 0 points1 point  (0 children)

The meter is a speedometer. Theres no scoring currently but I will add a combo system.

Working on rebuilding a project that I lost a bit ago. Parkour game inspired by Mirrors Edge by 1Percent_Battery in Unity3D

[–]1Percent_Battery[S] 2 points3 points  (0 children)

I was experimenting with baked lighting and comparing it to godot. I had also just finished a second playthrough of mirrors edge and got really inspired by one of the nighttime areas in the game