Also I’m not sure how you feel about the dash but I personally feel like it looks a bit clunky the way the character stops midair suddenly and then dashes. It might look a bit smoother to keep the velocity of the players x and z but freeze the y, that way they continue to move forward but don’t drop down or continue rising in the air. Other than that, you’re doing great :) I can’t seem to keep motivation going when making projects
To put it simply, it fires two ray casts in front of the player, one shooting from the knee position and another one shooting from the head position. If the raycast that shoots from the knee position reports something while the ray cast from the head position doesn’t, that means the player can vault. Regarding the vault movement, I’ve just simply interpolated the player’s position linearly. I’ve tried applying upwards force (via rigidbody) as well, but it didn’t quite look like player was vaulting.
@@semikoder Thanks, I got it to this point but how do you know where to movre player exactly? Do you move it to the hit point of head raycast or do you just move it forward?
@@keremaslan1988 The new point can be calculated by adding a player forward vector (normalized, multiply it by a distance how far you want the player to travel) to the head ray start position.
Thank you. Regarding a demo/play testing, I'll be releasing a public beta at some point in the future. I can't specify the date as of right now, though.
Be careful with the spherecast. What it seems like you're trying to do is implement an aim assist for the grapple hook. Although spherecast works in most situations, if you're aiming for a target at the center but there happens to be an obstacle closer to the player and still within the sphere's radius, the grapple hook will hit the latter. Often this is where frustration comes from where skilled players are expecting that the grapple hook should land at the center of the screen/crosshair. There are different ways to approach aim assist -- you could do a raycast to check if an obstacle can be hit, and if there isn't a hit, then perform the spherecast to get the next best target. For even more accuracy, since this is a grapple hook, you could constrain the target to only run along the edges of a mesh. Though, even the best aim assist systems will still frustrate the best players. I know you're trying to limit UI, but the best thing you can do to is add an indicator to where the grapple hook will land, that way even if you're lying to the player, the player will feel that it is fair.
That is a great point I hadn't thought of in detail. Thank you. I'll most likely go with shooting a raycast before performing spherecast option (as you described) for now. But I'll be doing play testing (including public) to see how other players feel about the grappling system. With that being said, I don't think a subtle indication would be problematic.
You have likely been told this already or have already fixed the issue in future videos. Please don’t get so close to the mic, there is way too much bass in the vocal
Also I’m not sure how you feel about the dash but I personally feel like it looks a bit clunky the way the character stops midair suddenly and then dashes. It might look a bit smoother to keep the velocity of the players x and z but freeze the y, that way they continue to move forward but don’t drop down or continue rising in the air. Other than that, you’re doing great :) I can’t seem to keep motivation going when making projects
This project is lit! Congratulations!
i loved the idea of the charged dash, it fits the game very well
Ur game is amazing I really wanna see it get bigger, when you get popular, I wanna say "I was in the pre-1k gang" lol
man , your level looks so good
Why not make a adrenaline mode, if you running to much you become faster and faster and everything around you slows down like a slow mode
looks great keep going
hey :) love your videos! movement is so good
what if you made a laser pointer at each object your raycast collides with to give an indication of where you are aiming without making UI elements?
That is a good idea and in fact, I might add an indicator of some sort (that is not a UI element) at some point in the future.
Hey, great devlogs! How did you make the vaulting system? Do you have any resources or tutorials for it?
To put it simply, it fires two ray casts in front of the player, one shooting from the knee position and another one shooting from the head position. If the raycast that shoots from the knee position reports something while the ray cast from the head position doesn’t, that means the player can vault.
Regarding the vault movement, I’ve just simply interpolated the player’s position linearly. I’ve tried applying upwards force (via rigidbody) as well, but it didn’t quite look like player was vaulting.
@@semikoder Thanks, I got it to this point but how do you know where to movre player exactly? Do you move it to the hit point of head raycast or do you just move it forward?
@@keremaslan1988 The new point can be calculated by adding a player forward vector (normalized, multiply it by a distance how far you want the player to travel) to the head ray start position.
Can you please release a demo, or just playtest, I would LOVE to play around, the movement looks so nice!
Thank you. Regarding a demo/play testing, I'll be releasing a public beta at some point in the future. I can't specify the date as of right now, though.
In the grappling, does the player have to hold the middle mouse button or do they press it like a toggle?
The player has to hold the middle mouse button. Maybe I’ll add an option to change the control later.
@@semikoder Okay thanks for answering, I was curious a bit
Please give me the link to download mobile 😢
Be careful with the spherecast. What it seems like you're trying to do is implement an aim assist for the grapple hook. Although spherecast works in most situations, if you're aiming for a target at the center but there happens to be an obstacle closer to the player and still within the sphere's radius, the grapple hook will hit the latter. Often this is where frustration comes from where skilled players are expecting that the grapple hook should land at the center of the screen/crosshair.
There are different ways to approach aim assist -- you could do a raycast to check if an obstacle can be hit, and if there isn't a hit, then perform the spherecast to get the next best target. For even more accuracy, since this is a grapple hook, you could constrain the target to only run along the edges of a mesh.
Though, even the best aim assist systems will still frustrate the best players. I know you're trying to limit UI, but the best thing you can do to is add an indicator to where the grapple hook will land, that way even if you're lying to the player, the player will feel that it is fair.
That is a great point I hadn't thought of in detail. Thank you. I'll most likely go with shooting a raycast before performing spherecast option (as you described) for now. But I'll be doing play testing (including public) to see how other players feel about the grappling system.
With that being said, I don't think a subtle indication would be problematic.
what happened to the guy from the other videos, the voice?
It’s same me, but I just sound bassy this video. My mic is just sometimes inconsistent.
@@semikoder haha well it is still a really good video
Commenting for algorithm
You have likely been told this already or have already fixed the issue in future videos.
Please don’t get so close to the mic, there is way too much bass in the vocal
I think that map is to much empty (sorry, if you found a mistake in this sentence, I am only 13 years old)
“But I did it anyway” 🤣