Game Prototyping Article 2

This week I did the second tutorial. It went over how to add character controls to an object. The implementation in the tutorial meant that a force was applied to the cube(player) and this is how we moved it. This mean that there was some delay in controlling it, due to the necessity for force to build up. It did, however, mean that there was inertia and it did behave more like an object being pushed around than a character.

Move_Code

Thankfully the uIntellisense plugin means that I can open up the Scripting Reference within VS2015 at any time. Here my adaptation of the practices from the Move example can be seen. It was mostly cleaning up the structure and use of the Vector3. This way I have a cleaner code layout and the effect I am looking for (rigid body movement)

We did have a look at Unity’s Character Controller implementation and while that is excellent for a game that requires precise controls (most games), when I tested it out it felt like the cube being knocked about was way more fun, so instead I merged the knowledge gained from the two tutorials. This way I had a cube that could move in all directions and “jump” but still had that fun and bouncy collision and inertia. Also did a bunch of testing with regards to what sort of balance of force made it the most fun.

This made me think of making a game that takes advantage of Unity’s in-built physics simulation, as even knocking a single cube into other objects was pretty fun. I’ll have to think about it more.

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