2.5D Game Concept

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MoradM
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MoradM
A try with a 2.5D Game Concept. Done with Unity using C#.
Features so far:
(1) Manually programmed camera controller, follows the character "Cubert" in a 3D manner, even while rotating.
(2) If an object is blocking the player from viewing Cubert (like the wall) then its' material is faded out
(3) Cubert can move in all directions
(4) Can jump
(5) Can hover (a longer jump), but if this ability is used, it needs time (around 10 seconds) to be able to be used again
(6) Can be scaled down to bypass narrow entrances!

More soon!
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  • Image Comments

    • This is gorgeous. Is this just a giant mesh, or is there some sort of level-of-detail algorithm at work?
    • I get what you mean. Most rooms don't use the same rocky textures in the foreground and background, like I did here. This room is a little offshoot, tucked away semi-secretly, so I wanted it to feel more like a much more enclosed space.
      I've been adjusting the brightness of the background and dimmed it just a bit more. Whether it's enough of a difference for anybody to notice except me is anyone's guess, though. 
    • I'm not a designer at all, but as a player I honestly don't think that it blends in too much - Instead, it adds to the kind of "gloomy" feel of the room (Dark colors + not a 100% easy to discern some elements = Acts a bit like a dark room)
      Not sure if I managed to say what I wanted to say, but you get me
    • Thanks! I've been worrying that the backgrounds might be too busy or blend too much with the more foreground tiles... been staring at these maps so long that I've become used to it, I think. I've tried dimming the backdrop even more, but I'm not sure that's really how I should be going about it. This might be a question I should ask in the forums.