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my games artstyle
my games artstyle is random quixel bridge 3D models
(similar to Only Up, in the fact that there are random models)
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The genre of my game and inspiration
My game's genre is parkour, with heavy inspiration from the game Only Up
only up is a parkour game which has made many players across the world enraged. Sadly it was removed from steam due to the many copyright claims against it because of its seemingly random models as obstacles (my game also took inspiration from this with the random models)
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The objective of my game
The objective of my game is just to get to the top of the Parkour at the end of the game while avoiding falling to your death.
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My game Story
To put it short...
There is no story, it is just a parkour game with the soul objective of get to the top of the obstacles, my game has more of a focus on gameplay.
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MAPS
start
this first level was made with the idea of floating in the void.
LVL 1
this level was made to introduce the player to the basic mechanic of jumping and to set the game genre (parkour)
LVL 2
this level is to introduce the player to the double jump feature with the big gaps
LVL 3
this level is made to introduce the player to the more complex mechanic of dashing with the extra long gap
MAIN GAME
Now that the player has learned all of the mechanics, they can attempt the main game
i may have ran out of time on the due date so the end is just text saying you beat the game
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Building my map
First I started with my spawn
adding some terrain
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Discovering how decals work using roads
Decals are used to project images using boxes in a given direction
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I ran into another error with the ai
my error was that the ai was not hunting the player
to see where the problem is i put a print string node tp test if the player was getting sensed
and it did not print the string
I ended up fixing it by deleting the pawnsensing and re-putting it in
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AI stuck on seen player fix
this is the fix for the problem
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AI PATROLLING TO HUNT
this code makes it so the every tick the game checks if the value of seen player is ticked via the player being seen by the cone on the ai and if that is ticked the ai will hunt down the player if this is not true the ai will patrol
the problem is that the seen player value cant be unticked
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AI SENSING
this is the pawn sensing which enables the ai to sense when a pawn is in the green cone (sight) blue (hearing)
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AI PATROLING
this code makes it so the ai patrols randomly in a set radius
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AI THAT FOLLOWS THE CHARACTER
this is basic code that makes the ai (controller) move to wards the player at all times as long as they are in the Nav Mesh
this is a Nav Mesh this makes it so the ai cant walk in places that are obstructed
you also have to set the animation mode
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Updated dash
I have updated my dash system so it is based on the direction that the player is moving and changes the FOV with some particles.
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My opinions on quixel bridge
Quixel bridge is a free library where game devs can download assets to help get around modeling, it can also be used as a early map making tool, like gray boxing.
I do not think it is cheating as some people do not have the skill of 3d art at their disposal.
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Multi cut tool
the multi cut tool makes loop cuts in order to make sides smoother or extruding
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