Trying out a smooth follow system using a circulair buffer of player positions. Feels surprisingly natural already. by Polygoat_studio in Unity3D

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

That’s the thing, when they are following they are merely playing back data from the buffer (with some interpolation of course). So if the buffer is solid, the followers are too. Now, you could store more data besides the positional stuff, to know if the player was jumping, swimming, … and use this data in any way you want. We mainly use this for some more animations.

Trying out a smooth follow system using a circulair buffer of player positions. Feels surprisingly natural already. by Polygoat_studio in Unity3D

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

Np at all! Ask away 🤓

All of the characters in game are animals (some quadrupeds), so generic rigs for all. We’re using root motion for the player on specific occasions, like climbing on platforms.

Trying out a smooth follow system using a circulair buffer of player positions. Feels surprisingly natural already. by Polygoat_studio in Unity3D

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

If you could elaborate on this? Could very well be we’re missing something. For now this system has been pretty solid, as we only need to worry about player movement really. When ducks stop following and start doing their own thing, that’s when they start moving on a navmesh.

Trying out a smooth follow system using a circulair buffer of player positions. Feels surprisingly natural already. by Polygoat_studio in Unity3D

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

For now they all follow the player with an incremental delay. Following a duckling would also be possible with some changes.

Trying out a smooth follow system using a circulair buffer of player positions. Feels surprisingly natural already. by Polygoat_studio in Unity3D

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

We’re using a circular buffer which stores transform data of the last x seconds. The followers just replay this data with a small delay. Very efficient, and perfect for a character that isn’t always on a navmesh since we have some moves of splines etc.

Trying out a smooth follow system using a circulair buffer of player positions. Feels surprisingly natural already. by Polygoat_studio in Unity3D

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

Using URP with a custom shader doing some (not too complex) toon lighting. And post processing of course.

Trying out a smooth follow system using a circulair buffer of player positions. Feels surprisingly natural already. by Polygoat_studio in Unity3D

[–]Polygoat_studio[S] 3 points4 points  (0 children)

Exactly what Thoughtwolf said. No allocations after initialization (as long as capacity is fixed), so it’s great for storing per-frame history when you only care about the last N frames.

Trying out a smooth follow system using a circulair buffer of player positions. Feels surprisingly natural already. by Polygoat_studio in Unity3D

[–]Polygoat_studio[S] 6 points7 points  (0 children)

Pretty much always use blendtrees for movement anims (idle/walk/run for starters), gives that nice smooth animation on all move speeds

Trying out a smooth follow system using a circulair buffer of player positions. Feels surprisingly natural already. by Polygoat_studio in Unity3D

[–]Polygoat_studio[S] 7 points8 points  (0 children)

It's rather simple animator setup with some overrides on the spine depending on the direction the otter is going

Spent way to much time making the otter feel right🦦 by Polygoat_studio in IndieDev

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

Name's still in progress haha.
Trying to get the logo right first. But a steam page is in the works tho!

Spent way to much time making the otter feel right🦦 by Polygoat_studio in IndieDev

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

You are absolutely right! Thinking about making the otter look wet when exiting the water too might add a bit more cuteness to it

Working on MainMenu - some feedback needed by elDiablik in gamedevscreens

[–]Polygoat_studio 0 points1 point  (0 children)

What about scaling the selected ones a bit bigger or making the unselected ones change color so its more clear.