thanks for your interest
let me address some of your concerns
1- the character can’t move in diagonal… that’s very bad.
are you playing with a mouse? the game template dictates you must use the mouse. all movement orientation is controlled by the mouse
2- the rig doesn’t have any IK setup… that’s why it may be hard to animate him…
that is a problem, that i admit i cant fix without ripping up and starting all over, however its easily worked around and i had no real difficulty animating the character. good observation though.
3- the character line up with the camera only when going forward and backward.
this is intentional for default set up. if the character lines up with the camera while sidesteping, it doesnt allow the user to circle around a large enemy while continuing to focus attacks on the enemy. however this control is a matter of user preferance and can easily be changed by linking the A and D sensors with the track.
4- hang time for deaths is good but it produce the frustrating hopping bug as you know (you could fix that by resseting the handtime with ground collision)
that was actually a joke. i use to play alot of online first person shooters and i would hate it when people bunny hop. but like you said, the fix is plainly visable and easy to accomplish for the end user to change.
5- the melee attacks make strange animation bugs
ill work on a fix. where exactly is the bug?
6- and finaly, dying should make the game restart
this is not really a “game” but a template for somebody wanting to quickly launch a third person action game. the reason it fades to “blank” when the player dies, is so that the user can, well, fill in the blank. its up to the user to decide what happens when the character dies, but i had it fade out to show that when the charcter falls from a certain height, he will die. its up to the user to decide what that height should be and what should happen when he dies (restart, go to game over screen, etc…)