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Everything posted by steviebops

  1. steviebops

    Need character feedback

    Im working on a fighting game, and my first character concept is female. It's tough going because I envision her as not being particularly nice. She's tall and heavily muscular, and has had a tough life because of it. She kills a mercenary who attempts to assault her, an act which is witnessed by a figure(not sure if will be male or female yet), who pretends to be a parental figure to exploit her skill. I view her as being somewhat  naive , but essentially, she fights because she enjoys hurting people, and needs the praise from her 'manager'. As it's a one-on-one fighter, she's not the only protagonist, nor the only female. While she's not cacklingly evil, she is no saint either. In some way, I want her to typify the kind of person who harsh life has led them to violence, it's a choice she made, to indulge that. I'm worried she might get an overly negative response, bur I really like the idea. I think if she was male, the broken gladiator being exploited angle would be ok, but I don't want to gender-swap her. I think we need more female characters, and that doesn't necessarily mean sex-bombs or chaste virgin ideals. Could I get some feedback on this idea? Is it ok, or am I wading into trouble?
  2. steviebops

    Need character feedback

    Maybe worried is the wrong term, more correctly, I want to make a good character.
  3. I've been working on a Tenchu-style stealth system, and I've run into a problem. I use Unity, and asked over there, but I'm not getting a solution. My problem is when the player presses their back against a wall, in this case a cube. I can only get the player to face (away) parallel with one side of the cube, by using the camera, on the other sides, I can't figure out how to do it. Has anyone here a solution please?   var dir = transform.TransformDirection(Vector3.forward); Debug.DrawRay(transform.position, dir * distanceToWall, Color.blue); if (Physics.Raycast(transform.position, dir, out hit, distanceToWall)) { if (hit.collider.gameObject.tag == "Sneaking Volumes") { if (animation.IsPlaying("P1TurnAgainstWall")) { animation.CrossFade("P1WallHideStand", 1.0f); TPController.characterController.Move(-hit.normal); transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles.x, Mathf.Lerp(transform.rotation.eulerAngles.y, Camera.mainCamera.transform.eulerAngles.y, .5f), transform.rotation.eulerAngles.z); TPController.characterController.radius = .3f; } } }      
  4. steviebops

    Stealth system

    I might do the extra collision volume method. I've messed around with getting the dimensions from the collider, it's not working as of yet. Ill try again tomorrow.
  5. steviebops

    Stealth system

    The character already has their back to the wall, and are moving along it sideways. What Im trying to determine is, is it possible to get the length of that wall. I have attached a picture to show the situation.[attachment=15741:WallProblem.png]  
  6. steviebops

    Stealth system

    Im not sure how to stop the player from sneaking past the end of the wall(cube face). Is there some way to get the length of the wall from the raycast hit? I could then probably limit movement while standing at the wall to some value of just less than that length.
  7. steviebops

    Stealth system

    Yup, that seems to have done it   I use this code    if (TPAnimator.Instance.State == TPAnimator.CharacterState.PressedWallStand) { if (animation.IsPlaying("P1WallHideStand")) { transform.rotation = Quaternion.FromToRotation(-transform.forward, TPAnimator.Instance.hit.normal) * transform.rotation; } }   And it seems fine so far. The collision stops the player from moving into the cube, and Ill add code later to stop them from pulling away without hitting the right button, or stealthing past edges. thanks for the help!!
  8. steviebops

    Stealth system

    I have an animation that turns the player 180°back against the wall, the problem is locking the rotation when he's touching the wall. The character rotates to snap to the camera direction for general movement. With the animation, the player will face away from the wall, but will rotate with the camera.   transform.rotation = Quaternion.Euler(transform.eulerAngles.x, Camera.mainCamera.transform.eulerAngles.y, transform.eulerAngles.z);   After he locks to the wall   if (TPAnimator.Instance.State == TPAnimator.CharacterState.PressedWallStand) { if (animation.IsPlaying("P1WallHideStand")) { transform.rotation = Quaternion.Euler(transform.eulerAngles.x, 0, transform.eulerAngles.z); } }   By replacing the camera's y transform, I think I can get the correct angle for each face, the above example, 0, only allows the character to face one way, with no y rotation. It's not related to the cube sides, it'll work facing one side, but will be sideway or backwards on the others.   I can't figure out how to get the character to be parallel with each side, then stay that way.  
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