Cinematic Insanity

Published November 19, 2018
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In the middle of last week I found out about Cinemachine. Something like yesterday, I also discovered Timeline. All in all, I'm pretty happy with what I've been able to achieve (even if the project is a criss-crossing maze of conflicting scripts and animations):

Well, not so much "coflicting scripts", but I had to call it a day because both Unity and Visual Studio keep breaking. I can't help suspecting the newfangled Unity addons.

Otherwise, even though I feel like I'm not going to finish in time, it suddenly seems that I at least have all the gameplay in place, as far as coding... Oh, except for the most basic part, of course, that is the movement. I've looked at it in the orthographic view, and there's really no rhyme or reason to how far the next jump is going to be. It seems I have to completely re-do it, except I have no idea how. ?

7 likes 5 comments

Comments

JWColeman

Looks awesome! Much envy! Working with my own engine build, I guess will reap it's reward in time though! The camera stuff looks awesome, really polishes things up!

November 19, 2018 05:22 PM
Rutin

You're doing a very good job! I like the camera work too! You'll finish, the deadline is at the end of the month. ;)  Just throw some levels together! :) 

November 19, 2018 05:42 PM
Septopus

Very Awesome!!  Yeah, Unity can become a bit unwieldy when you start stacking on cool toys!

How are you moving the character?  Root motion from the animation, physics, or just transforming it(slerp or lerp/etc.)?  The first or the last will likely be the most consistent, unless Unity has trouble importing the animation data, I've run into all kinds of strangeness there.

November 19, 2018 06:36 PM
lawnjelly

Looks fantastic, very stylish! :)

Quote

Oh, except for the most basic part, of course, that is the movement. I've looked at it in the orthographic view, and there's really no rhyme or reason to how far the next jump is going to be. It seems I have to completely re-do it, except I have no idea how.

I don't know if it is a good way, but I just animated frog jumping on the spot, and for each jump I calculate a new target position fixed distance away, then move the frog towards this target position in code. The frog thus mostly moves on a 'grid' but when it moves on a log or something it gets taken off the x grid a little.

 

November 19, 2018 06:54 PM
supermikhail

Thanks, everyone! (Also apparently I'm featured, whatever that means, so woo!)

23 hours ago, Septopus said:

How are you moving the character?  Root motion from the animation, physics, or just transforming it(slerp or lerp/etc.)?  The first or the last will likely be the most consistent, unless Unity has trouble importing the animation data, I've run into all kinds of strangeness there.

I've been using the CharacterController, and simulate ballistic motion in code. There's really too many points where this could go wrong (and does), and it kind of doesn't work at all, because I've got a "jump duration" parameter which goes into an equation, but it doesn't actually seem to influence how long a jump takes... Yeah, I wrote in an earlier post that I tried to be too clever.

22 hours ago, lawnjelly said:

I don't know if it is a good way, but I just animated frog jumping on the spot, and for each jump I calculate a new target position fixed distance away, then move the frog towards this target position in code. The frog thus mostly moves on a 'grid' but when it moves on a log or something it gets taken off the x grid a little.

I've considered this, but I've been unsure how I would handle collision. At least thinking in terms of the CharacterController. But, of course, if it's simply a kinematic collider it should be much simpler.

Well, I've started working on another "clever" implementation. After that fails I'll move on to your idea. :)

November 20, 2018 05:58 PM
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