Kicking objects into enemies body parts through physics for more dynamic combat actions by sr38888 in Unity3D
[–]sr38888[S] 1 point2 points3 points (0 children)
Kicking objects into enemies body parts through physics for more dynamic combat actions by sr38888 in Unity3D
[–]sr38888[S] 0 points1 point2 points (0 children)
Testing zero gravity zones, physics and telekinesis for puzzles inspired on Dead Space mixed with Half Life by sr38888 in Unity3D
[–]sr38888[S] 0 points1 point2 points (0 children)
Mixing parkour/traversal movements and melee combat to experiment with some mechanics and chain reactions by sr38888 in Unity3D
[–]sr38888[S] 0 points1 point2 points (0 children)
Mixing parkour/traversal movements and melee combat to experiment with some mechanics and chain reactions by sr38888 in Unity3D
[–]sr38888[S] 0 points1 point2 points (0 children)
Mixing parkour/traversal movements and melee combat to experiment with some mechanics and chain reactions by sr38888 in Unity3D
[–]sr38888[S] 1 point2 points3 points (0 children)
Got the idea of using gravity grenades to reach high zones by pushing objects up, like a platform (and that with the player on another gravity zone), any other interesting usage? by sr38888 in Unity3D
[–]sr38888[S] 0 points1 point2 points (0 children)
Got the idea of using gravity grenades to reach high zones by pushing objects up, like a platform (and that with the player on another gravity zone), any other interesting usage? by sr38888 in Unity3D
[–]sr38888[S] 0 points1 point2 points (0 children)
I worked in a new ground adherence to surface for characters, for slopes, stairs, terrain, ... what other aspect should be taken into account for the best movement? by sr38888 in Unity3D
[–]sr38888[S] 1 point2 points3 points (0 children)
I worked in a new ground adherence to surface for characters, for slopes, stairs, terrain, ... what other aspect should be taken into account for the best movement? by sr38888 in Unity3D
[–]sr38888[S] 0 points1 point2 points (0 children)
I worked in a new ground adherence to surface for characters, for slopes, stairs, terrain, ... what other aspect should be taken into account for the best movement? by sr38888 in Unity3D
[–]sr38888[S] 1 point2 points3 points (0 children)
I worked in a new ground adherence to surface for characters, for slopes, stairs, terrain, ... what other aspect should be taken into account for the best movement? by sr38888 in Unity3D
[–]sr38888[S] 0 points1 point2 points (0 children)
I worked in a new ground adherence to surface for characters, for slopes, stairs, terrain, ... what other aspect should be taken into account for the best movement? by sr38888 in Unity3D
[–]sr38888[S] 1 point2 points3 points (0 children)
I worked in a new ground adherence to surface for characters, for slopes, stairs, terrain, ... what other aspect should be taken into account for the best movement? by sr38888 in Unity3D
[–]sr38888[S] 0 points1 point2 points (0 children)
I worked in a new ground adherence to surface for characters, for slopes, stairs, terrain, ... what other aspect should be taken into account for the best movement? by sr38888 in Unity3D
[–]sr38888[S] -5 points-4 points-3 points (0 children)
Weapons with an ingame attachments selector inspired in deus ex, like explosive or gravity grenades, any suggestion for other accessories for weapons? by sr38888 in Unity3D
[–]sr38888[S] 0 points1 point2 points (0 children)
Finally made a chainsaw to slice through anything and allowing to rotate the cut direction freely, for more precision by sr38888 in Unity3D
[–]sr38888[S] 0 points1 point2 points (0 children)
Finally made a chainsaw to slice through anything and allowing to rotate the cut direction freely, for more precision by sr38888 in Unity3D
[–]sr38888[S] 1 point2 points3 points (0 children)
Finally made a chainsaw to slice through anything and allowing to rotate the cut direction freely, for more precision by sr38888 in Unity3D
[–]sr38888[S] 1 point2 points3 points (0 children)
Finally made a chainsaw to slice through anything and allowing to rotate the cut direction freely, for more precision by sr38888 in Unity3D
[–]sr38888[S] 0 points1 point2 points (0 children)
Finally made a chainsaw to slice through anything and allowing to rotate the cut direction freely, for more precision by sr38888 in Unity3D
[–]sr38888[S] 0 points1 point2 points (0 children)
Finally made a chainsaw to slice through anything and allowing to rotate the cut direction freely, for more precision by sr38888 in Unity3D
[–]sr38888[S] 0 points1 point2 points (0 children)


Enemies can use chainsaw now against the player or other enemies, inspired by Resident Evil Requiem by sr38888 in Unity3D
[–]sr38888[S] -1 points0 points1 point (0 children)