Working on an FPS Horror and "Classic Survival Horror" game.
It's not ideal and very slow compared to browsing normally but has worked for me so far.
brave.com
It's not ideal and very slow compared to browsing normally but has worked for me so far.
brave.com
Items that stack (e.g. ammo) will auto-stack and split to pick them up, or leave the remainder for later.
Next up, instantiating a prefab when the player drops an item.
Items that stack (e.g. ammo) will auto-stack and split to pick them up, or leave the remainder for later.
Next up, instantiating a prefab when the player drops an item.
The option to Drop an item will not cause it to be destroyed, players can pick it back later if they need it.
The final version will reflect more real-life scenarios, e.g. choosing Reload instead of Combine to reload a weapon.
The option to Drop an item will not cause it to be destroyed, players can pick it back later if they need it.
The final version will reflect more real-life scenarios, e.g. choosing Reload instead of Combine to reload a weapon.
One thing I was adamant about was when equipping a weapon it's removed and placed in it's own slot.
It can't be equipped AND take up inventory space at the same time.
One thing I was adamant about was when equipping a weapon it's removed and placed in it's own slot.
It can't be equipped AND take up inventory space at the same time.
It uses Root Motion in Unity to animate rather than any kind of physics to move the player around.
Once I've had longer to refine it it should blend states better and more natural.
It uses Root Motion in Unity to animate rather than any kind of physics to move the player around.
Once I've had longer to refine it it should blend states better and more natural.
I wanted the traditional controls from the games from the 90's, but they're proving to be an issue. Not a lot of people keen on them either now too.
Here's the last post on it: bsky.app/profile/the-...
There's been a few minor updates since one.
Basic movement is complete, need to work on that inventory system next.
I wanted the traditional controls from the games from the 90's, but they're proving to be an issue. Not a lot of people keen on them either now too.
Here's the last post on it: bsky.app/profile/the-...
There's been a few minor updates since one.
Have a large scope but take out the parts that either don't work or become problematic to keep.
In my game I wanted modern and tank controls. Tank controls are now gone as they were slowing development down and causing script conflicts.
Have a large scope but take out the parts that either don't work or become problematic to keep.
In my game I wanted modern and tank controls. Tank controls are now gone as they were slowing development down and causing script conflicts.
But, I'll work on a few variations of early ideas and see what works best for me.
I'll then try to get some input from others. A recent poll I held found very few people like Tank Controls anymore.
That was enough for me to not add them and move onto other features instead.
But, I'll work on a few variations of early ideas and see what works best for me.
I'll then try to get some input from others. A recent poll I held found very few people like Tank Controls anymore.
That was enough for me to not add them and move onto other features instead.
And it's almost useless as I keep iterating my early ideas for something easier to add or is more fun for the player.
And it's almost useless as I keep iterating my early ideas for something easier to add or is more fun for the player.
They'll be begging for hand-holding or sign-posting by the end.
They'll be begging for hand-holding or sign-posting by the end.
They even change based on what material (metal, wood, concrete, mud, grass, etc) you're standing on (although not in the video).
They even change based on what material (metal, wood, concrete, mud, grass, etc) you're standing on (although not in the video).