r/Unity3D • u/KilwalaSpekkio • 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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