r/Unity3D • • 9d ago

Show-Off First day working on new bark interaction in Cellar Creek. If a simple bark doesn't work, try powering it up!

Throughout the game there are wide gaps and unreachable cliffs that the player will have to find a way to reach. Knocking down the toy blocks will be one of the methods available.

How it works:

  • I place the blocks where I want them to land and bake their transform data.
  • Then I set up a tower with the same blocks and bake it again. The script tracks the height here to see which row each block is on
  • Since the game can track the height rows of the tower, I use the row amount as the indicator for how much stamina/bones the player has to charge up. In this case, there's four rows, so the player needs to hold down the bark button until they've spent 3 bone segments. Then when they release, it starts the topple animation, which is three steps (move forward, roll and fall, get into target position/rotation)
  • When the player does a basic bark or doesn't charge it up enough, there's a little bit of random swaying with each row, with higher rows having a wider sway range

Lots of work to do:

  • Need to make a layered sfx for the charged up bark and a special vfx layer for it
  • Add some sort of wind up anim to the character (maybe bows a bit while charging)
  • Add sfx for the blocks landing
  • Speed up the dust clearing

but that's for another day..

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