Whatever you do, don't post it here when you're done. You'll get a black mark against you for "advertising". I've already finished a game and they removed the link and put me on probation when I tried to share it.
Vern5 said:First person platforming is a chore, especially when you are under the duress of combat. First person pov is more suitable for tricky jumps or specific maneuvers but you will need to be able to get a glimpse of third-person so you can estimate your distance from an aggressor or his relative position to your character.
alphamalet said:First-person platforming doesn't work. It just doesn't. Mirror's edge did it passably, but platforming in third-person is superior in just about every single way. I would steer clear of first-person platforming. the industry has had years to do it, and the best examples of it are moderate successes at best.
Mr.K. said:Well not really because in general you don't want to be reinventing water on your first game, unless you already have a system that trumps all the others this will end in tears, especially when you are doing 20 other things on top.
Also you are already doing animation for all the NPC movement, your character and theirs will mostly use the same stuff, and you quickly get around doing detailed animations by going for robots or cartoon characters (they can be just as expressive as humans but the viewer is less anal about it).
Hmm, I have another idea regarding this: lose the platforming, and instead you fly around. This is actually a lot more in line with the cyberspace canon (why would there be gravity in cyberspace anyway?), though it seems a little less "visceral".purf said:First, random stranger on the internet, I don't know your skills, but I have a certain feeling that they're not good enough to pull off the 1st person Mirror's Edge thing, sorry. Making this work, look and feel well is freakingly hard.
I'd start off with:James Joseph Emerald said:My main goal is just to get a demo/proof-of-concept working. I reckon if I get that far, there ought to be some people out there willing to invest to see it turn into a full game.
Thanks, you too.ThriKreen said:Even a year later, I'm still reworking my input system and redesigning how I'm to tackle things as I get more proficient with Unity, redesigning things based on how it works. Made the aim for the moon mistake on NWN by being too ambitious without knowing the full extent of what the engine could do. Now it's a bunch of small throw-away concepts [http://thrikreen.com/unity/], noting advantages and disadvantages and factoring them into the next project and building up from there.
Good Luck!
Well isn't that what you're doing right now?James Joseph Emerald said:"...you should get more practice, etc."
Well, that's the problem : they think too much of how it will be like, and ignore the all important implementation stage which is where all the work comes in, and somehow expect things like game colleges or certain software to have some magical "Make Awesome Game" button for them to press to short-cut it all.James Joseph Emerald said:Also, a lot of people seem to get into making games solely for the end product, but if you actually enjoy the nitty-gritty details of it, I think you're at an advantage.
Funny enough, part of my schtick is making back end systems and tools for other artists to make use of, so being able to make editor extensions with custom Inspector panels in Unity is a godsend.James Joseph Emerald said:Very few things in life can top that feeling of hitting the "play" button and seeing everything happen exactly like you imagined it. Makes you feel like a GOD!