I think your idea is interesting, but there are some colliders that are not working correctly and when you quit to the menu and go back to the game, there is a bug that forces you to press esc in order to be able to move
I wasn't sure which parts were yours vs. assets, so I'm not sure what you want in terms of feedback.
I like the idea of the different perspective platforming. I think there's a lot of potential. Some things I was thinking about as I played is one thing that frequently messed with me was my inability to go under things. Some things like the guard rails, supports for building outcroppings, or benches was jarring.
The bird AI seemed pretty sweet. Can you talk about how you did that?
The attack works to hilarious effect. I'm not 100%, but I think every bird spawned dies whenever you hit the attack button. It was startling to hit one in front of me and then turn around and see 7 or 8 dead all over the street.
Overall, I think you have a great idea. I can see the potential the game has and hope you see it through. Good luck!
I'm still learning to use blender and I didn't have much time to get everything working because half of the week I only have access to a decade old laptop, so the city is a free asset, although I did make some major environment changes. I am planning on making a new city from scratch in future.
The size of the player hitbox was difficult to get right. It was originally 3x wider than it is now because of camera clipping issues. I used a cat model as a reference for scaling everything, so the hitbox goes to the head of the model, but I think I lowered the camera slightly.
I am aware of the bug with birds dying when they're not supposed to. What's meant to happen is each bird checks a sphere around it for the player, and if that check returns true and the player clicks, it runs a KillBird() function. For some reason the controller only gets the message to spawn feather particles if a bird was actually in range, but the rest of the function runs on every spawned bird, so idk what's happening there.
The current bird AI is also an asset which was meant to be a placeholder for my own AI scripts, but I haven't finished writing them yet. Hopefully those will be done soon.
The game in its current state is mostly about trying to get the core concepts and mechanics into a project so that I can work on the other elements later.
Comments
I think your idea is interesting, but there are some colliders that are not working correctly and when you quit to the menu and go back to the game, there is a bug that forces you to press esc in order to be able to move
Keep on the good work!
I wasn't sure which parts were yours vs. assets, so I'm not sure what you want in terms of feedback.
I like the idea of the different perspective platforming. I think there's a lot of potential. Some things I was thinking about as I played is one thing that frequently messed with me was my inability to go under things. Some things like the guard rails, supports for building outcroppings, or benches was jarring.
The bird AI seemed pretty sweet. Can you talk about how you did that?
The attack works to hilarious effect. I'm not 100%, but I think every bird spawned dies whenever you hit the attack button. It was startling to hit one in front of me and then turn around and see 7 or 8 dead all over the street.
Overall, I think you have a great idea. I can see the potential the game has and hope you see it through. Good luck!
I'm still learning to use blender and I didn't have much time to get everything working because half of the week I only have access to a decade old laptop, so the city is a free asset, although I did make some major environment changes. I am planning on making a new city from scratch in future.
The size of the player hitbox was difficult to get right. It was originally 3x wider than it is now because of camera clipping issues. I used a cat model as a reference for scaling everything, so the hitbox goes to the head of the model, but I think I lowered the camera slightly.
I am aware of the bug with birds dying when they're not supposed to. What's meant to happen is each bird checks a sphere around it for the player, and if that check returns true and the player clicks, it runs a KillBird() function. For some reason the controller only gets the message to spawn feather particles if a bird was actually in range, but the rest of the function runs on every spawned bird, so idk what's happening there.
The current bird AI is also an asset which was meant to be a placeholder for my own AI scripts, but I haven't finished writing them yet. Hopefully those will be done soon.
The game in its current state is mostly about trying to get the core concepts and mechanics into a project so that I can work on the other elements later.