Basic Movement Controller
I felt it was important to talk for a second on the movement controller for a second. I am very particular about controllers for games, and I have ran into a few really, really good ones, and a lot of terrible ones. I will be spending a probably more than fair amount of time on tweaking the character controller throughout development, because I feel its one of the most important things in a game. I get a lot of inspiration from games such as the Dark Souls series and Cubeworld (RIP Wollay…) for the 3rd person orbiting camera style that I love so much. Cubeworld has amazing feel to it, and I plan to use a lot of similar mechanisms to achieve a similar feel in movement, camera control, and combat. I also want to make sure the game is completely playable with a controller along side mouse and keyboard, which is another reason why Unity is so great for these kinds of projects.
I have a character controller in place that I wrote a while back, and will most likely be using it as my baseline code. It’s a shitty little cube man holding it’s place for a real model. I’ve been thinking a lot on what kind of character model for a while and haven’t felt solid on a single idea yet, so he’s staying until I do. (Along with the animations I need to learn how to do at some point) It’s arcade-y and responsive and gets the job done for now. He jumps and climbs so far.
I messed around with lighting for a good hunk of hours today, and really didn’t get anywhere. All the pre-baked stuff I would do turned out awful looking, and the on screen ambient occlusion that is built into Unity was fuzzy and terrible looking. I’m going to have to look more into lighting. Right now the realtime lighting looks good enough, and I think once I get a AO solution it will be great.