Here’s a little thing Ive been working on recently:
It’s a 3rd person adventure game where you run around and swing a sword (typical stuff).
There’s also traps and breakable boxes.
I’m still not satisfied with the physics though, (the bug where you get stuck on the edges of the trap door is particularly annoying.)
Very smooth running very nice animations and specially the roll animation.
You cant attack in the air though and jump is too slow more like levitating.
Sugest you to make a crouch key and work more on the textures, inclusively on the sword and the crates.
Keep it up
I tried to learn something from all those logic bricks but i cant get a thing Land states air states etc etc, properties
I learned how to make my character be idle when i dont move him Thanks alot
So now it has camera collision among other changes.
Also I added a boss to fight.
The textures are still half-assed, though. I tried making the guy’s face, but it looked like a joke so I’m just going to procrastinate a bit longer.
There were no textures, did you forget to pack them? Your game worked well, the boss was fairly well done for a blender game. I’m impressed considering you’ve only got 15 posts. Keep up the good work!
Man the hole seems not to appear until you fall into it or pass it by :S
But thats just great i was very well surprised to see the bridge come down after i killed the boss
I think the boss is too big, at least for me
I notice the ninja has shadow now but the dying animation could be more dramatic
I have a few ideas for you to think about putting in the game. ok first off I was thinking about the leveling system since this game is an rpg futuristic millitary game will there be a seperate leveling system for combat skills and if there is then if you were to gain a certain amount of levels then could you gain another skill or do you just pick from an asortment of skills.
Hmm… That’s odd. I could’ve sworn I packed the textures.
I just uploaded it again. Let me know is the textures are still missing.
Anyway, right now I’m working on a second map. Also enemies and hopefully puzzles eventually.
In case you couldn’t tell, I’m making things up as I go, so there’s no telling how this will turn out.
ExtraMedicated
Hey, nice work
Here are some notes, maybe it can help :
you should add a “ground” property to the white cubes so the player can land on it
there is a rope, can’t we use it?
the beginning of the jump animation can be fixed
I am not sure but I think that you forgot to restart the game when the player is eaten by the boss
The player should not be able to roll while he is in the air (jumping, falling)
If the player can roll while moving, the same key (Lshift) can be used for crounching when he is not moving
You should give a visual hint (boss place) like : “if you fall, you will die” (lava, blades). Now, this is not something that can be easily understood by the player.
That’s a good start, I am glad that my template was useful.
Good luck!
mokazon
You are talking about something different.
Double jump (flips) (air) != Rolling (ground)
Example :
Rolling + fire button = Extra attack (low sword attack)
Double jump + fire button = Extra attack (multiple shuriken attack)
Rolling + jump = Long jump
Double jump + jump = Gliding
Also, rolling and flips animations are completely different.
If you don’t want to deal with too much conditions checks, you should better separate double jumping (flips) and rolling.