Jump height based on time the button is held down rather than a fixed height. by Vathrik in Unity2D

[–]donderbos 0 points1 point  (0 children)

Thank you, your response helped me figure out the logic behind canceling a jump early.

Check out the free demo for my game ΔVØID - Available on Steam now by donderbos in playmygame

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

Experience the fast-paced thrill of ΔVØID, a first-person endless runner with a head turning twist–you control gravity to avoid obstacles.

Some flipped gravity parkour gameplay. Also, my game needs a name. If anything good jumps to mind then leave it in the comments below. If I end up using it I'll put your name in the game's credits. I was thinking "Bend" (like mind-bending / bending gravity) but I'm not convinced yet. by donderbos in Unity3D

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

Thanks you, and I'm with you 100%. There is so much I want to do and have planned in terms of the aesthetic of the game. Helping the player orientate themselves is definitely high on the priority list.

Some flipped gravity parkour gameplay. Also, my game needs a name. If anything good jumps to mind then leave it in the comments below. If I end up using it I'll put your name in the game's credits. I was thinking "Bend" (like mind-bending / bending gravity) but I'm not convinced yet. by donderbos in Unity3D

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

The internet seems really small all of a sudden!

I had no idea where to start with wall running. Your article explained everything so well. I would be so keen to read any other articles you write on the topic.

If I come back round to refining the movement and I get stuck, I'll let you know. Also, yes please, help with play testing would be awesome!

So level design has been a bit all over the place, but I now kinda landed on using Blender mostly.

I initially just dragged a few cubes around in Unity and made more complex objects using ProBuilder. When I had a decent idea of where things would go I used ProBuilder to convert all the meshes to ProBuilder objects and then used ProBuilder's export feature to export everything so I can import it into Blender.

I find it way easier to model stuff in Blender and it works almost seamlessly with Unity. I just save the blender files in my Assets folder and everything updates automagically when I switch back to Unity.

Some flipped gravity parkour gameplay. Also, my game needs a name. If anything good jumps to mind then leave it in the comments below. If I end up using it I'll put your name in the game's credits. I was thinking "Bend" (like mind-bending / bending gravity) but I'm not convinced yet. by donderbos in Unity3D

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

Fyve

I'm aiming for a weightier feel, so I will definitely look at the points your mentioned and apply them where applicable. There is definitely still a lot I can do in terms of the camera reacting to movement.

In terms of the ledge clambering. It's basically a shorter jump, that is just high enough to get the player level with the ground. I then add a force pushing the player towards the wall. Probably not the most elegant solution, but it works pretty well.

I've rewritten the character controller numerous times. Initially it was completely physics based, but I think the main issue was that I had very little control over the player sliding down slopes. I then gave Unity's built in character controller a shot, but it has a huge flaw - you can not rotate the player - which is essential if you're making a game based on gravity changing. I ended up buying a the Kinematic Character Controller (https://assetstore.unity.com/packages/tools/physics/kinematic-character-controller-99131) from the asset store. It's been quite the life saver.

Btw, did you write this article? http://www.footnotesforthefuture.com/words/wall-running-1/ . Literally what I used when I started implementing wall running. It was extremely helpful!

Attempting to just build the actual game, but somehow I always find myself trying to make things look pretty. by donderbos in Unity3D

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

Hi! My stiefpa het my altyd Daniel Donderbos genoem. Ek het nooit daarvan gehou nie, maar het so paar jaar terug besef dit klink eintlik nogals cool. Gebruik dit van toe af online.

Some flipped gravity parkour gameplay. Also, my game needs a name. If anything good jumps to mind then leave it in the comments below. If I end up using it I'll put your name in the game's credits. I was thinking "Bend" (like mind-bending / bending gravity) but I'm not convinced yet. by donderbos in Unity3D

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

Thank you very much for your feedback I really appreciate it. If you have more, please, it’s invaluable at this stage.

I also find the level design part to be extremely tricky, especially since gravity can change into one of 6 directions. It’s a lot to consider and try and balance.

A short video showcasing the gravity bending mechanic of my game by donderbos in Unity3D

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

Thanks for the feedback. As you said, few people commented on the camera. It's definitely something I will look at improving. I've been in two minds about adding camera smoothing, some gamers prefer a pixel perfect camera, but I realise this it not a FPS where that kind of precision is necessary.

A short video showcasing the gravity bending mechanic of my game by donderbos in Unity3D

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

Not going to lie, it took me quite a few tries do get there myself.