This is looking really, really cool, man! Very good quality! One piece of feedback: maybe the damage numbers could be lower. But, it would be a personal taste. Hugs!
Thanks for that. And thanks for the suggestion. I'm always open to trying new things... so I'll definitely have to give it a run with the numbers lower. Cheers!
Thanks for the feedback. I’ve always found legs to be kind of boring and wanted the real estate on the upper body to add more detail. That said, you’re not the first to say this, so it’s definitely something I should consider. Cheers!
I'm trying to get rigidbody to step up a stair similar to how a character controller works. How did you implement your crouch? With racists like your wall grab? Ps. Very well done.
Yes... with raycasts! I send one out at eye height and another by my knees. If the top one detects tilemap, but the bottom one doesn't, I know I have reached a climbable area. And, thanks! Glad to hear things are looking good.
Great video! And lots of incredible work! Half watching for entertainment, half to learn from you 😋 I have a question, why did you opt for detecting the player in the enemy "chase detection zone"? In my project right now, I have the Player set up with the "chase detection zone" and when the enemies enter this zone, they enter chase. My thought was that if every enemy has this extra piece of information, then that's more load on the program or device that's running it. I'm just asking to learn to see if you ran into any issues or found advantages with your method. Subbed to follow your progress!
That's a really great question! I think it comes down to what you're hoping to get out of the system. Your approach is definitely more efficient overall--and this could become an issue if you're dealing with a scene where there are really large numbers of enemies. The benefit of having the enemy do his own checks is the modularity of it. This give me more control on an enemy-by-enemy level so that I can easily adapt or extend specific enemy logic down the road. I'm not sure that my method is best. I will probably be looking for ways to optimize down the road, and this may be something that I revisit. For now at least, I'm tending to avoid too many centralized handlers that abstract my code too much. Instead I'm opting for more intuitive patterns that I'll be able to easily understand and extend down the road. Your question definitely made me re-think my current setup. I'll be adding this to a list of things I might want to re-visit in the future. Cheers!
This is amazing. It’s really a testament to your hard work. Seeing all the other videos you do, this is on a totally different level, (Pun Intended)
Haha... love a good pun. And thanks for the encouragement. Glad to hear the video is coming off right!
A good design and a lot new things to think about.
Thanks!
Keep it up Brother
Good Job
Thanks! Will do!
This is looking really, really cool, man! Very good quality! One piece of feedback: maybe the damage numbers could be lower. But, it would be a personal taste. Hugs!
Thanks for that. And thanks for the suggestion. I'm always open to trying new things... so I'll definitely have to give it a run with the numbers lower. Cheers!
Pretty cool idea, i really like it
Thanks! Glad to hear the idea is landing with people :)
Very informative 👍🏻
Good luck on your journey
Thanks, as always! I do appreciate the encouraging comments.
This is great 👍🏻
Thanks so much!
Looks great
Thanks!
Looks nice so far, but one thing that seems a bit off, is how long the upper body and how extremely short the lower body is.
Thanks for the feedback. I’ve always found legs to be kind of boring and wanted the real estate on the upper body to add more detail. That said, you’re not the first to say this, so it’s definitely something I should consider. Cheers!
I'm trying to get rigidbody to step up a stair similar to how a character controller works. How did you implement your crouch? With racists like your wall grab? Ps. Very well done.
Yes... with raycasts! I send one out at eye height and another by my knees. If the top one detects tilemap, but the bottom one doesn't, I know I have reached a climbable area.
And, thanks! Glad to hear things are looking good.
Great video! And lots of incredible work! Half watching for entertainment, half to learn from you 😋
I have a question, why did you opt for detecting the player in the enemy "chase detection zone"? In my project right now, I have the Player set up with the "chase detection zone" and when the enemies enter this zone, they enter chase. My thought was that if every enemy has this extra piece of information, then that's more load on the program or device that's running it.
I'm just asking to learn to see if you ran into any issues or found advantages with your method.
Subbed to follow your progress!
That's a really great question! I think it comes down to what you're hoping to get out of the system. Your approach is definitely more efficient overall--and this could become an issue if you're dealing with a scene where there are really large numbers of enemies.
The benefit of having the enemy do his own checks is the modularity of it. This give me more control on an enemy-by-enemy level so that I can easily adapt or extend specific enemy logic down the road.
I'm not sure that my method is best. I will probably be looking for ways to optimize down the road, and this may be something that I revisit. For now at least, I'm tending to avoid too many centralized handlers that abstract my code too much. Instead I'm opting for more intuitive patterns that I'll be able to easily understand and extend down the road.
Your question definitely made me re-think my current setup. I'll be adding this to a list of things I might want to re-visit in the future. Cheers!
cool
Thanks!
when u releasing wilard and how much on steam.
Not for a few years, most likely. It a steam release is in the plans!
@@NightRunStudiookay....please don't keep wilard in the simulation too long, free him so we can be with him.
@@falseknight4371 Haha... will do! And I'll be sure to get a demo out there as soon as possible :)