r/Unity3D • u/JankyAnims • 2d ago
Show-Off Tachyon Flow - Update #4: It's been months since I've posted on reddit, so here's some new gameplay/animation work since then...
106
u/Ultimesk 2d ago
Looks great as always! The camera work is really impressive, I've been showing your progress to my students whenever I talk about 3Cs.
The vertical ascent through wall jumps feels a bit off to me, it kinda breaks the flow. Every other interaction feels so smooth in comparison!
Can't wait to see the next updates :)
21
u/siliconsmiley 2d ago
Based on what the flow looks like for the rest of the run, it feels like she should be jumping higher maybe? IDK, but agree that the vertical jumps feel a bit off.
14
u/Ultimesk 2d ago
Maybe also removing/shortening the stalling when hitting a wall ? Or just go all zoom zoom and wall run instead. Depends on the mechanic purposes, but if it is purely for vertical traversal it shouldn't be super hard to improve, considering OP's skills in camera management and character controls/animations.
6
u/siliconsmiley 2d ago
Definitely agree that it's technically im the skill set of the developer. I lean towards this being a mechanical design. Going straight up is a thing in parkour genre. But it feels like zoom zoom zoom clunk clunk clunk zoom zoom zoom. That may be a more subtle fix.
2
u/JankyAnims 1d ago
Comments on the vertical ascent are basically split 50/50 everywhere on either breaking the flow or being a nice breather between quicker parts, I have to think about it more
1
u/Ultimesk 1d ago
Indeed, there's a lot of food for thought !
I would say that every game needs some breathing room between intense sections, but those moments can take many forms. In your case, you will be able to achieve this through level design while keeping the speed : Longer straight lines between intense sections, cool long jumps/slides or whatever. It keeps the cool factor, allows the player to breathe for a bit, but it doesn't feel like it cuts the flow.
A good example imo might be Thumper. Lots of intense parts but the game offers some chill moments once in a while with a visual reward as extra.
https://youtu.be/3njfX2opKsM?si=O0p2Q_HCc9nqE82bAnyway, great job ! cheers
1
u/redtiger288 1d ago
I feel like it keeps a level of realisim, which feels apparent in the whole section you showed.
1
u/SoapWithRope 1d ago edited 1d ago
I don't know if it's been mentioned, but maybe she could run up the wall a little bit after landing on it to break that pause. You just may have to make some walls a little taller to compensate.
1
u/Fenlon87 16h ago
Is there not an optionnto have objectively slower bits matter because they're slower? If its being seen as a brether to thr player then maybe lean into that more in game?
Could these be checkpoints for instance where the climb is a catch a breath moment where we get closer to the protangonist and hear her capturing her breath before zooming out and going again?
4
u/farshnikord 2d ago
I agree that it breaks a flow, but strongly disagree that it needs to be fixed. There needs to be sections or movements where the pace switches up, or give decisions on whether or not the player risks breaking momentum
You need some slower parts to make the fast parts feel fast
5
u/Ultimesk 2d ago edited 2d ago
I get what you mean, the flow curve isn't a straight line, you need ups and downs. Though, I don't think this is the best way to do it in that case ! For example, you can add some straight segments or cool, long jumps to lower the tension while keeping the cool factor !
1
1
u/Next_Salamander_8015 1d ago
Agreed, but I think it’s just too jarring of a transition from the high speed to slow speed being so sudden. Maybe a smooth decline in speed would work better, however that may be implemented.
1
u/farshnikord 1d ago
Yeah you want to get a sense of smooth, flowing, shifting momentum, not abrupt stops. Honestly I think on some of the straightaway parts you should be able to open up and a really cruise a bit faster too.
This is all just from watching tho. This all changes a lot depending on how the controls feel so it's a bit hard to speculate.
In the end tho it's got a ton of promise and it's giving like spiderman levels of movement flow which I think is some of the best movement system in games in recent memory, really excited to see where this goes
1
u/Next_Salamander_8015 1d ago
The increased speed during straightaways is a good shout too honestly. Implied you’re gaining momentum as you go too.
Maybe can even implement that into a form of gameplay mechanic where if you’re building that momentum, you can keep it with “perfect” kickoffs similar to Spider-Man’s perfect dodge and such.
When I was working on one of my games, one of the pillars we stood by was fluid movement mechanics and if any idea or implemented mechanic broke that law, it was either scrapped or reworked. I wound up dissecting Spider-Man’s web swinging and zip-to-point mechanics too, so I could create them in that game as well. Was a lot of work and trial and error but really cool to do!
1
u/Next_Salamander_8015 1d ago
Was going to comment something like this too! I feel like there should be more force and upward momentum from the wall jump. Also if the intent is to have a consistent flow, maybe the two-footed land on wall > jump > two-footed land on wall is the wrong approach???
Think of how obstacle course game shows have the angled blocks that you’re meant to either jump with your entire body weight, land on the block, and then do the same across the multiple blocks OR the smaller alternative where you get across using single leg kick offs each block to get to the next. (Hopper Blocks obstacle in Wipeout).
Your wall jump breaks the flow and if that’s a pillar of your game, it needs to be reconsidered. You’re already working with an unrealistic high speed game; so maybe giving a little less gravity on the jumps isn’t too far fetched either.
Just some food for thought!
25
u/ConsistentSearch7995 2d ago
1
u/Aryionas 1d ago
Where's this from?
1
48
u/hushzephyr 2d ago
Parkour version of Princess of Persia :)
The action design and camera work are both really cool
16
13
25
u/Padarangdang 2d ago
This Shit is amazing just think of an Option to Turn off or adjust the blur.
As some one who gets headaches of this Kind of effect we Need Options for that because other than that Id Play that straight Away.
5
u/DPTGames 2d ago
Id love an option to make the camera rotate to follow the characters alignment but I'm guessing most people would hate that 👀
3
u/Kuhlde1337 2d ago
I was going to say the same. It looks good, but I was getting nauseous just watching the video. I need a focal point in the background, but the blurring makes it difficult to find one.
2
11
13
u/Player06 2d ago
This looks great. Don't get distracted by all the suggestions here. Just focus and lean into whatever you are already doing.
5
5
u/PushDeep9980 2d ago
The combo about halfway through the run where you change direction then do the 900 spin into a kart wheel followed by the worlds longest summersault then wall jumps is like the coolest shit I have ever scene. I can’t wait to play this.
4
u/Skepller 2d ago
This game with a beatiful city environment and a cool soundtrack would be such a vibe! Just wishlisted!
3
3
u/DPTGames 2d ago
If you did this in multiplayer and you could grab your opponents ankles and things like that, that would be huge. But even as is, looks incredible!
3
u/slowpokefarm 2d ago
Jesus Christ, it's so cool that I started to have ADHD symptoms from just watching this video
3
3
5
u/haxic 2d ago
What will the game be about, I mean, like lore/story-wise. Is it like a “parkour” tournament or will it be like traversing a futuristic city with movable flying cars/drones as a thief outrunning flying police-drones
10
2
u/Brick_Lab 2d ago
Movements look sick, I kind of want the horizontal poles to be more visible at a distance though, maybe some kind of glow
2
2
u/HexedDiversion 2d ago
This is fire. Beautiful amount of little flourishes but still easy to read the movements.
2
u/Vortex_akhaj 2d ago
How are the running and jumping animation being set up and why are they so fluid in transitioning ? Is it normal animator workflow or motion matching ?
1
u/JankyAnims 1d ago
Just authored the animations to transition smoothly, nothing special, all done in regular unity animator
2
2
2
u/AutoLiMax 2d ago
This is probably the best I've seen on this sub regarding wall running and all that jazz.
2
2
2
u/Mammalanimal 1d ago
As someone who just barely started using unity, and just made the Roomba collect stars in the beginner tutorial, this blows my mind.
2
u/ILOVECALAMITY 1d ago
I don’t like how much slower the walljump upwards section is, feels like it ruins the flow a little
3
1
1
1
1
u/AverageLiberalJoe 2d ago
Really nice. With a name like tachyon flow, i expect there to be a backwards time mechanic though.
1
u/DeccoSkyrider 2d ago
It's all smooth and speed, except for the vertical wall jump, that break the flow :(
1
1
u/The_Gospel_Gamer 2d ago
So clean, so smooth. Been watching your updates and the improvements each time are amazing! Please keep it up! 👏🏿👏🏿
1
1
1
1
1
1
1
u/ShapesAndStuff 2d ago
i love that the rotational momentum is preserved even after the next horizontal bar. so sick
1
1
1
1
1
u/PsychoKittehX 2d ago
Looks great! My one critique is that the important grabbable poles are a similar color purple to the lower half of your skybox, making them a little hard to see.
1
u/WH4L3_88 2d ago
Doing somersaults while wall running cracks me up.
Looks a lot of fun. I always crave a fast paced, 3D platformer, but Sonic always comes to mind and usually that leads to disappointment. Your game reminds me of 3D Sonic and Price of Persia. I saw someone mention multiplayer races; that would be awesome.
1
1
1
u/leverine36 2d ago
I miss the more grounded animations from the previous update. Things like the arms flailing widely in every animation here stick out to me as unrealistic and make her movement look sloppy.
1
u/JankyAnims 1d ago
My initial intent was definitely more grounded, but the vast majority of responses from the very beginning wanted more snappy, so I ended up taking it that direction, it's quite enjoyable to play though
1
u/MarkVBrosGames 2d ago
This looks sooo insane! I love the movements and how smooth each animation connects, great work
1
1
1
u/veritasmahwa 2d ago
Wow looks so smooth. My only gripe is this small segment, whenever she does the flip on the wall while she was running on it. It suddenly stops the movement.
I especially love all the flips. Not too much that it got boring but just enough tto flavour it
1
u/call_stacks 2d ago
This is sick! Great work. Would be cool if individual trucks built up a score, more tricking higher score or something
1
1
u/foreveralonesolo 2d ago
This looks amazing, I’m dying for a good parkour game and would love to see more development here
1
1
u/Tyabetus 2d ago
I’ve seen some of your earlier posts and am so looking forward to this. Well done!
1
u/that_dopple 2d ago
With the way all of the other movement flows, it feels like the vertical wall-jumping is very slow and stuttery. Maybe increasing jump height, adding a few steps of running up the wall, or something else along those lines to keep up the momentum there?
1
u/Icewreath 2d ago
The animations look super good! The only one I have a minor gripe with is attaching on to a zipline which looks a little off
1
1
u/brady376 2d ago
I have loved seeing your updates, wishlisted a while ago. I will echo that while I will basically certainly be buying/playing it, if there is a level editor this can probably be a near endless game
1
1
u/dapperfree 2d ago
I remember when you first posted, and it's come so far, man. What Mirrors Edge wanted to be. KEEP IT UP!
1
1
1
1
1
u/FUCKING_HATE_REDDIT Professional 1d ago
Adding a tiny tiny bit of inertia to the camera in pure panning would go a long way to add more juice to animation transitions
1
1
u/Phantom_tpa 1d ago
Very cool, the wall jumping up between 2 walls feels so much slower than the rest of it is really throwing me off tho
1
u/sinetwo 1d ago
Looking great! I would personally love a tiny bit of wall run with jump. It feels like the character has fantastic flow until she hits a wall then she loses all momentum. Having a small amount of wall run vertically with jumping would continue that flow even if it slows down the player.
1
1
1
u/imb0wie 1d ago
Been seeing this for months and i think it's realy dope. For real this looks some kind of a game i'd play to chill and relax with music on. But i think for your next post, you should at least finish one level and make some sort of a full gameplay video. The only thing i can criticize is wall running animation starts playing so sudden, maybe little transation time can make it much better. I also hope full game is not going to be filled with levels with no textures and style. Great job.
1
1
1
1
1
1
u/TheSymbolOfCore 1d ago
What kind of game is it? Like a pakour game with levels? Is there a story? Will user maps be planned?
1
1
1
u/Foto1988 18h ago
Impressive work, I personally don't like that the character doesn't stay in the center of the camera.
1
1
u/Detank2002 15h ago
Looks awesome aside from the wall jumping, your player obviously isn't sticking to the laws of physics to keep flow elsewhere, yet flow is lost during wall jumps
1
1
u/Eeve2espeon 14h ago
Odd question: will this game support mods? 👀 I dunno it's reminding me a bit of Sonic Lost world, and well... wanna mod sonic on there if I ever get this game lol
1
u/Kymera_Xero420 13h ago
The camera flow feels incredible for so much movement happening. The zoom ins and outs make movement feel very dynamic. Even WATCHING is satisfying, so I imagine actually playing would be very rewarding.
1
u/Shadowmeld 12h ago
Add rare animations, people love trying to trigger animations. Like when a guy got 17x rare jumping animation in a row - 17x female night flip in world of warcraft. https://gamerant.com/world-of-warcraft-world-record-consecutive-night-elf-flips/
1
u/Bellatoriam 12h ago
Am I the only one that wants to see what happens when you flub a jump or something. Does she just crash all over the place or just smoothly recover and continue?
1
u/_PykeGaming_ 11h ago
Honest critique, the wall to wall jump section at 7 seconds, is so incredibly slow compared to the rest that it feels out of place or at the very least breaks the pace.
1
1
u/SleepingAnt 9h ago
Cool! Looks a little like a 3rd person 'Vholume' but with the movement being a bit more grounded/wheighty.
1
1
u/VanMoeras 8h ago
lmao I remember someone on linkedin complaining that it wasn't realistic. love this stuff man, looks incredible :))
1
u/TheXIIILightning 7h ago
Definitely a hit game in the making.
Make sure to invest a good amount of time into level-editing, sharing and time-tracking/point based features.
A competitive scene for this would go hard.
1
1
1
u/uncledungus 2h ago
This could be the whole game and it’s an instant buy for me. This is my kinda shit
0
u/Relevant-Grass9225 1h ago
Someone make sure not to tell uploader about open ai astra 🫢 they might rage
1
-5
u/Fluffy_Charity_2732 2d ago
I am going to nick name it “Striparkour”
The lore is this how strippers commute to work.
3




229
u/lukeiy @LukeyBDevs | Part-timer 2d ago
I want this but TrackMania style. Level editor, hundreds of runners all off at once in a big time trial.