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Untitled 3D Platformer WIP

Discussion in 'Works In Progress - Archive' started by Heu, Feb 3, 2015.

  1. Heu

    Heu

    Joined:
    Feb 13, 2012
    Posts:
    349
    Summary/Webplayer
    Hiya, welcome to my work in progress thread for my newly and most awesome untitled 3d platformer. Yay. It's been awhile since I've posted something on the Works In Progress section. So here it is...

    I don't have much planned, and this is just a mere' prototype in which I want to expand upon, so take a gander at this simplistic being!

    Controls are listed on the dropbox page!

    Build 00 [2/3/15] - https://dl.dropboxusercontent.com/u/67760294/3dPlatformer/New folder (2).html
    Build 01 [2/12/15] - https://dl.dropboxusercontent.com/u/67760294/Versions/Version2/2d/2d.html

    Changelog???
    Build 01

    • Made the game look prettier?
    • Change rotates on certain areas to give a better view now
    • Reworked some scripts (Player movement, death, object movement)
    • Added a checkpoint
    • Bug : If you reach the camera rotation point, at a certain angle it will not rotate all the way around.
    untitled.png
    untitled.png

    Known Issues
    There are a few issues i've already seens are listed in the following...
    • When a player jumps on a moving platform, the player seems to be "stuck", high friction.
    • The player can get stuck to the side of a platform
    • Player doesn't exactly get pushed off the edge by moving blocks.
    I would also like to discuss something too.
    How would you guys go about putting depth to my character, since the characters are 2D is quite difficult to tell where exactly the player is. As you can see I added a shadow to try to show where the player will be at, but again it's still difficult to tell exactly where the player is at. Idk what do you guys think?

    Early Feedback and criticism is greatly appreciated.
    Post bugs?

    Thanks you!
     
    Last edited: Feb 13, 2015
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,797
    First of all, this is awesome! Super clean, super simple... I like it.

    That said, I found it very difficult for the depth cues reason you suggested. It's hard to see precisely where you are fore and aft in the scene.

    The toughest time was on leaping away from the camera on the second level. I particularly had trouble with the second raised platform over-water jump on the second level: it feels like you're using the Unity filtered Input.GetAxis() calls because there is some slop and lag to the acceleration and turning, and I found it very tough to make the second leap. Maybe I just need to l2p. :)

    Perhaps what you need is a camera scripted to give you different views as you go along, sort of like the way Prince of Persia or various other wall/ledge climbers do. One way is to have trigger areas that have scripts to tell the camera "Watch me from the east here" and "Watch me from the south here"

    Whenever you enter a new camera trigger area, the camera would then slew/tween around to look at you from another angle. When doing that however, you probably want to keep "forward progress" always pointing one direction, like to the right, i.e., don't break the fourth wall.

    You could still allow the user to move "in and out" of the field of view, but don't make any of those puzzles jumping puzzles, except perhaps when the penalty is low.
     
  3. OmegaGrim

    OmegaGrim

    Joined:
    Aug 19, 2014
    Posts:
    39
    That was pretty fun. Clean and simple. Maybe just adding colored cloth or fabric textures like little big planet style.
     
  4. Heu

    Heu

    Joined:
    Feb 13, 2012
    Posts:
    349
    @Kurt Dekker
    Thanks! I took your advice (and many others) about how I should handle the depth issue. I made it so the camera will rotate around to follow the player!

    @Blue_Monster_Studios
    Thanks for the kind words. Not sure about adding fabric texture although. Just not my style. (nor my artistic capability)

    Here's a newer version now. Please read this before playing?

    I have 2 versions, one version with a 3D Cube, and another with a 2d Sprite. I would like some feedback on which you think helped with the "depth" and jumping around. Did you feel like you had more control and knew where you were with the cube? or with the sprite? Advice and feedback is always welcomed! Thank you!

    https://dl.dropboxusercontent.com/u/67760294/Versions/Version2/2d/2d.html -- 2D Webplayer
    https://dl.dropboxusercontent.com/u/67760294/Versions/Version2/3d/3d blox.html -- 3D Webplayer

    Thanks for checking this thread out!
     
  5. davem250

    davem250

    Joined:
    May 28, 2013
    Posts:
    186
    hey Heu, just tested the latest 2D build and there is some bugs that needs to be fixed in order to Progress :p

    idk.png

    Anyways, thanks for sharing this, it is quite fun to play ;)
    Cheers
     
  6. carking1996

    carking1996

    Joined:
    Jun 15, 2010
    Posts:
    2,605
    Fix that blob shadow, you can see outside the edges of it. I'd make the character 3D, looks strange being 2D. Looks good other than that.
     
  7. Heu

    Heu

    Joined:
    Feb 13, 2012
    Posts:
    349
    @davem250
    Whoops! There's not actually another level to progress too, and I have forgotten to remove the flag. I updated the webplayer a bit, and removed the flag. Thanks for the kind words.

    I also noticed something strange in your screenshot, there are strange black strands of line going around the blocks/platforms, could that just be your screenshot?

    @carking1996
    Thanks for the advice. Looks like 3d may be the way to go then.
     
  8. davem250

    davem250

    Joined:
    May 28, 2013
    Posts:
    186
    @Heu actually that was how it looked like when playing :S
     
  9. carking1996

    carking1996

    Joined:
    Jun 15, 2010
    Posts:
    2,605
    Make it so you can change the view by clicking/dragging, too. It's irritating sometimes.