Initial State of the Prototype


So far I have been working on basic adventure platformer mechanics. I've been looking at old N64 Rareware games for inspiration. In the current (2023-12-16) build I have achieved the following:

  • A kinematic character controller for player locomotion.
  • Player input that supports keyboard and gamepad controls using the Unity Input System.
  • Planar character movement while grounded and airborne (WASD on the keyboard or the left stick on the gamepad).
  • Jumping that supports the following features:
    • Variable height jumps with specific minimum and maximum jump heights (Space on the keyboard or A on the gamepad).
    • Horizontal inertia while jumping and falling.
    • Coyote time.
    • Jump buffering.
  • A basic third-person camera that supports the following features:
    • Camera rotation based on player input (QE on the keyboard or the right stick on the gamepad).
    • Multiple zoom options that can be toggled by the player (X on the keyboard or D-Pad Down on the gamepad).
    • Aim locking (left shift on the keyboard or left trigger on the gamepad).
  • Player movement and rotation while aim locked.
  • Moving platforms.
  • Rotating platforms.
  • Automated build and deploy to Itch.io via GitHub actions.

I'm currently planning on replacing the capsule character with a placeholder character and adding animations as a next step. Apart from animation being a workflow that I enjoy, I believe this will make it easier to dial in values for the kinematic character controller that both feel good to the player and look good on screen.

Another early feature that I'm looking to implement is pickups. The current idea is gold, silver, and copper coins. Ideally with a UI element that appears for a short time after item pickup to show the total count in the player inventory.

Files

vaults-and-vampires-webgl.zip Play in browser
Version 2023-12-16-fce2655 Dec 16, 2023

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