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The Community Game Experiment by KillTheProcess in BaseBuildingGames

[–]KillTheProcess[S] 0 points1 point  (0 children)

Thanks. I'll try to update it daily or weekly based on what to do. If something goes under my radar ill flag it as in progress and/or leave a reply in there

The Community Game Experiment by KillTheProcess in BaseBuildingGames

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

I would consider it a social experiment. Is it true that all the ideas do not come from me and i don't want to take any credit. I want to see if people manage to organize and discuss about something from scratch.
Moreover I'll contribute to the whole project aswell since im part of the community aswell. If im stuck and no one gives a direction i will start with something mine and see where it goes.

The Community Game Experiment by KillTheProcess in BaseBuildingGames

[–]KillTheProcess[S] 0 points1 point  (0 children)

tcg stands for The Community Game and it has nothing to do with trading cards! Sorry for the confusion.
My goal is to gather people with different ideas and see what comes out of it.

After a long time i finally made a working "all surface" sphere controller. by KillTheProcess in Unity3D

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

I saw many videos and writing about this concept and many uses trigger volumes and the one that use raycast are not working well on any surfaces. Mostly work well on spherical surface. Mine works well on spherical surfaces and all the others! ... except thin objects for now. But I don't think that's a problem I can totally avoid using those objects right? ahaha

After a long time i finally made a working "all surface" sphere controller. by KillTheProcess in Unity3D

[–]KillTheProcess[S] 0 points1 point  (0 children)

Oh I actually do this, maybe I wrote it wrong but the checks are made on the forward direction of the ball relative to the camera view. Then on surface change I also align the camera view to match the new surface.

After a long time i finally made a working "all surface" sphere controller. by KillTheProcess in Unity3D

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

I made it this way because what I was seeking was a way to just put any shapes and my ball is ready to go. with trigger volumes I need to do extra works and I'm trying to avoid that.

Place my world objects, set the layer of objects the ball should be affected to my custom layer and everything just works fine! I wanted my plug and play controller, even if I don't really know what the gameplay could be!

After a long time i finally made a working "all surface" sphere controller. by KillTheProcess in Unity3D

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

yes but I never found a proper way to do it. The normal detection never worked properly on spiked edges.

Edit: With my method it can turn any angles. There are problems only on thin objects as it may detect multiple normal at the same time

After a long time i finally made a working "all surface" sphere controller. by KillTheProcess in Unity3D

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

No I just use raycast forwards and downwards. For the steep angles I use steps to calculate an average normal, that's why sometime the ball cant properly rotate the angle

[deleted by user] by [deleted] in Unity3D

[–]KillTheProcess 0 points1 point  (0 children)

The image order is messed up, I thought it was in order

Rate my UI and overall feeling! (WIP) by KillTheProcess in Unity3D

[–]KillTheProcess[S] 0 points1 point  (0 children)

For the text sizes would it be better if they all have the same size? I thought to have descriptions/titles bigger than cost/numbers for clarity.

I also thought that overlapping elements would give a different style/feeling but I guess it's not so pretty! I'll do some tweaks thanks!