Hello
I don't see a parts to report bug or other problem in game in this forum, so I post here (I hope I'm not wrong too ^^)
I have do my playtest (I don't know if this word is english^^) in game and I see some problem.
I said what the problem is and try to give a solution :
For begining, I think walk animation is not really realistic :
http://image.noelshack.com/fichiers/2016/24/1465904802-walk-animation.pngand when player stop animation, shinobi back to idle pose, I think is preferable to make script for block armature in the current position and when player walk again, animation begining when he was stop.
The problem of box colider (with bonus : a corpse
) :
http://image.noelshack.com/fichiers/2016/24/1465904732-slo-box-collider.pngIf you see, feet don't touch the ground. The box collider is really badly placed, when player walk or run in a surface not plane, feet enter in the ground. You need do different box collider for different animation (walk is little compared run)
When a player running and do jutsu, is not realistic (with bonus : bad collision)
http://image.noelshack.com/fichiers/2016/24/1465905311-slo-run.pngThe bust redress even when the player run
I do a quicly animation (bad quality^^) for see in left, the move in game and right, when you need do :
http://image.noelshack.com/fichiers/2016/23/1465657394-courir-jutsu.gifFor don't redress, you need make move just in hands and head (I think, because I do it in unreal engine but never in unity)
In ending, the landing : (I don't have picture^^)
When shinobi jumps from the ground or jump the height of a roof, the landing is the same...nothing
Player need have different time to rise depending on the altitude.
If you use boolean (for exemple : in air), in true is "fall down" animation and in false is landing animation followed by walk animation (understand?^^)
Is all for now, if you don't understand some sentence, I can reformul it (in french or english)
ps : some player in game have a red jacket and black on the other, how do they do?
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