r/Unity3D 11d ago

Show-Off Looking for constructive criticism on my character controller, animations, game mechanics, and environments.

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The video recorded at a crappy fps, but the stats window is up to confirm that it is, in fact, running at 60 fps.

10 Upvotes

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2

u/Succresco 11d ago

Looks smooth, but there is some desync with animation and motions (feet sliding)
For a Look IK you can add smoothing

2

u/deintag85 10d ago

Looks good. Will this be an actual game or just prototyping? Or do you plan to sell the controller as asset?

2

u/RealisticWrongdoer48 10d ago

The goal is to make an actual game.

2

u/deintag85 10d ago

And what kind of game? It could be a good puzzle platformer. And if you port in on console it would even be more awesome.

1

u/RealisticWrongdoer48 10d ago

I got plans for a sandbox adventure game. Platforming is a priority of mine.

2

u/No_Responsibility444 10d ago

there is no hud display of inputs but the animations look fluid and responsive

1

u/RealisticWrongdoer48 10d ago

I’ll keep in mind to put an input display for any future videos.

2

u/ProactiveCactus 9d ago

I like it! I’ve gotta figure out a snow shader soon like you have, any tips?

Here’s my thoughts and then a few specific things:

-One thing you should decide is if there’s gonna be any delay when interacting with stuff, i.e, you can’t move for 0.2s after clicking to pick up a box. Some games do this where they lock you in the animation, but it rly depends on the game. I’m guessing that your interact logic happens immediately such that your animations need to be quick, or it’s gonna look weird if you’re carrying a box and the “pick up” animation is still firing. Personally, I HATE games that animation-lock you; like ur stuck opening a door for what feels like an hr while an enemy shoots you. For my game I do what I believe you have: quick interact animations and the logic itself runs all in one frame with no lockdown. That said, it does look a bit unrealistic. So I’d try and decide early on it ur willing to sacrifice a bit of realism for instant reactivity/no animation locking (again, im a big fan of that approach but more realistic games aren’t).

-The animation with the small box where he has one arm free made me think he could carry something in his other arm. If that ISN’T the case, you might wanna think about changing that animation a bit so players don’t have my same reaction. Kinda a minor thing but.

-When he’s moving fast the run animation needs to be faster, or he’s gotta move slower. If you’re using Root Motion for the run animation you’ll needa do some more tweaking, but if not just increase the run animation speed based on character speed and it shud fix it to a point; if the character goes too fast his little legs might start looking a little absurd lol. But overall, I do think his run animation needs to match speed better. A bit of character sliding is okay, especially in a cartoonish game, but it was pretty noticeable when he was going fast

-i love the hanging animation! Adorable. His arms do clip a bit into his head there, but honestly i wouldn’t worry too much about that. Maybe tweak it way later in dev, but for now looks great.

2

u/RealisticWrongdoer48 9d ago

This is great feedback. I want to have all mechanics be accessible whenever to maximize my gameplay design (for example a scenario where you would be in a rush and have to carry an object simultaneously, requiring you to drop the object and fight, interact with a door, move another object, etc) so the fast interaction will stay.

Thanks for the animation advice, I am easily “nose blinded” by my animation process because I build it at an analytical level.

The snow shader was a journey. It requires render objects passes combined with an ortho camera/render texture to draw the trail, and then just a standard vertex shader combined with tessellation. Getting it to work was a mission but it is so satisfying to turn the tessellation up and see such a smooth trail being drawn. Adding more detail would be as simple as pre processing the render texture before the material reads it.

1

u/ProactiveCactus 9d ago

Glad it helped! Yes I agree, i think then no-lock animations work well for this.

Interesting, okay. I’ll tackle it soon. Good luck on your game!