New Player Controls
New Demo
I've released v0.5.1, which is my first demo since completely reworking my game from the ground up. It's better optimized, better organized, and I've implemented new mechanics for player control. I think the result is smoother and more consistent, but I'm looking forward to any critiques or thoughts on the new system. I've already found some issues, but I'm sure there are more I haven't noticed. Thanks for trying it out.
Code Rework
On the code restructure, you'll notice your pull ability works on objects and the boss (which is non-responsive at the moment), and that's due to how I've set up the new system. Every 'game object' is the same script with different parameters which dictate what sort of functionality it will have. But they all use the same controller subscript to handle event calls. This means that the player, an object, or an enemy can all take the same call 'Move' and process it in a way which is unique to their parameters. I can also switch the state of an object in real-time quite easily; make the enemy into a rigidbody or the player into an AI.
tl;dr
In short, the new system allows for seamless interactions between any sort of game object, which I think will be essential for crafting an immersive systemic game. I'm excited to finally have these system in place, and this demo is just the beginning of my work to build upon that foundation.
Files
Get Dust Remains
Dust Remains
An Immersive-FPS with an emphasis on boss fights
Status | In development |
Author | AstroBeef |
Genre | Action, Shooter |
Tags | 3D, Boss battle, First-Person, FPS, Singleplayer |
More posts
- Machine Learning A.I.May 07, 2022
- Automation For My GameMar 03, 2022
- Tutorial | RGBA Masks For Blender or UnityJan 12, 2022
- January - Backend WorkJan 04, 2022
- December - What I've Done & What to DoDec 07, 2021
- November - Moving ForwardNov 01, 2021
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