Immersive Movement Demo 2: Verticality + Collisions

Download Demo Here! | Full Video Here

Changelog

  • Added world collisions.
  • Added the ability to climb (and fall).
  • Tweaked movement speed to feel more natural.
  • Added speed cap.
  • Changed art style.
  • Added sword and shield.
  • Held objects CANNOT go through walls.
  • Gun now spawns swords, because reasons!

Controls

  • Right Hand Application Button (the one above the track pad) while running/walking in place – Move in the direction you’re looking.
  • Grip Button – Grab item next to your hand, or let go of current item.

Known Bugs

  • Held items (swords and such) can become out of sync with your controller position if they go through walls to far. Simply drop the item and pick it up again
  • Sometimes you will move at half the speed you should. I have only noticed this in the unity editor however, and not in-game, so hopefully you’re fine!

Future Changes

  • Automatic Field of View reduction while moving. This should help alleviate motion sickness.
  • Movement slowdown while turning. This should also help with motion sickness, and make it all feel more natural.
  • Decupling movement direction and viewing direction. I’ve tested this out, and have not yet come up with a great solution. I’ve not given up yet though!

Final Words

I am working to Immersive Movement on the Unity Asset Store, however the first submission of it was rejected. The reasons why were all valid, I just need to take the time to add documentation and such. Once it is on the Unity Asset store, I will be charging $15 for it, and development on it will be continuous! Expect an announcement in a few weeks when it is available. Thank you for your support and feedback!

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Indie Insights: Episode 66

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Desperate Times


We’re kicking off the night with Desperate Times, a game by long time submitter Yokcos! This is a game that started its life as a Ludum Dare 35 entry which the developer has decided to expand on. The gimmic is its a shmup in which you pilot a ship which can only reload by transforming into another ship. We’ll be keeping a close eye on this mechanic to see if it makes for compelling, or frustrating gameplay.

The Pedestrian


After that we’ll be checking out The Pedestrian, a visual gorgeous puzzle platformer with an interesting mechnic. In this game you are a clipart character that moves across the world through different signs. You can manipulate the sign’s positions, entry and exit points to get your character across the real world. I’m really excited about this game because it’s got a really distinct and creative look to it. I’m very curious to see if this game uses its aesthetic to create powerful mechanics!

Blades of the Righteous


Lastly we’ll be concluding the night with Blades of the Righteous, a turn based tactical game where you micromanage the building of your army and defend your kingdom against oncoming hordes of enemies. This game promises random encounters ensuring that each game is different from the last. We’ll be taking a close look at the interface of this game, as well as how these encounters work together to create a unique experience and gameplay feel.

Where/When?


The stream will take place on all the following channels at 8PM EST.
Twitch (Primary Chat Takes Place Here)
YouTube
Hitbox

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Indie Insights: Episode 63

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A Game of Changes



First up tonight we’ll be checking out A Game of Changes, a zen-like puzzle game inspired by the ancient chinese oracle I. Ching. This is probably the first game I’ve ever checked out which was inspired by philisophical writings. I find zen games fascienating in this day and age, when you consider most games exist to fill an action role in most people’s lives. It’s like listening to smooth Jazz while the rest of the world loves Metallica. I enjoy seeing games like this because they fit a niche that is rarely touched on, niche of non-violent and non-stressful gameplay that can be a great gateway game for many new gamers. I look forward to seeing how accessable this game is.

Bevontule


After that we’ll be checking out Bevontule, a 3D Turn Based tactical RPG. Much of this game is based around the concept of positioning and timing of your attacks, but I’m not sure what “timing” has to do with turn based gameplay. As I always enter these games blind, I’ll be finding out along with you guys, so let’s check it out together!

Barricade


We cap off our night by checking out the fully up to date version of Barricade! You may recall that I checked this game out not too long ago, but apperently I was sent an older version of the game. This version promises to have MANY new features to play around with, many changes and some more music to rock out too. I can’t wait to see the changes in this game!

Where/When?


The stream will take place on all the following channels at 8PM EST.
Twitch (Primary Chat Takes Place Here)
YouTube
Hitbox

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Indie Insights: Episode 61

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Split Brain


First up tonight we’ll be checking out Split Brain, a top down shooter inspired by a combination of Hotline Miami and John Wick. This game features a dual wielding system and promises a fast paced action experience. We’ll be seeing how well the dual wielding system controls and if it can create for a frantic experience like its inspirations.

Blobby

Next up we’ll be checking out Blobby, a puzzle platformer based around a constant bouncing mechanic. Physics based platformers are always a tricky thing to get right, which is why so many Little Big Planet levels end up failing. It’s important to get your controls as tight as possible while making sure your level design can work correctly around the physics themselves.

MiniRL



Lastly we’ll be checking out MiniRL, a procedurally-generated 2D roguelike with puzzle elements. It sets out to have accessible gameplay so that anyone can pick up and play it. This game is created by a web developer of 15 years who’s seeking a career change. We’ll be testing the level of accessability this game has as first time players with no instruction manual.

Where/When?


The stream will take place on all the following channels at 8PM EST.
Twitch (Primary Chat Takes Place Here)
YouTube
Hitbox

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Indie Insights: Episode 59

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Dark Flame


First up tonight we’ll be re-examining a personal favorite of mine, Dark Flame! This 2D action adventure RPG is designed with heavy inspirations from Castlevania and Dark Souls. When I last checked it out I had an absolute blast trying out the different weapon and magic designs against the different enemies. In spite of that I had some concerns about the difficult nature of the game through its unfair enemy movements. This time around I’ll be taking a critical look at how the enemies are designed to engage the player.

Barricade


Next up we’ll be checking out Barricade, a game about block busting! It’s an action puzzle game that’s all about breaking down barriers with style. this game seems to be PACKED full of JUICE! I’m always stoked when I see lots of debris from a massive explosion. I’m going to be paying special attention to all of the visual effects that were put into this game, as well as how they mix up the action puzzle elements.

Chicken Assassin


Our last game of the night stars a special Chicken and his two buddies, Machete I and Machete II. This Chicken’s on the warpath, and he’s not gonna let anything stand in the way of his rampage. We’ll be checking out Chicken Assassin, a game that pretty much says everything you’d ever want to ask about it in the title itself. The concept and the visuals look great, but the gameplay itself does not explmplify itself too well in the video. I’m going to be closely examining the gameplay to determine if it’s strong enough to hold up this awesome concept.

Where/When?


The stream will take place on all the following channels at 8PM EST.
Twitch (Primary Chat Takes Place Here)
YouTube
Hitbox

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