So I have recently (within the past couple days) started on a massive game project - a universe exploration game.
"But BluetoothBoy, there are so many being made already!"
Yeah, well I want one that is trimmed down - no fluff like an advanced economy, stats, tons of upgrades, etc. I want it to be more like what you would experience in real life. Well, real life... if you were a robot.
Here's a basic rundown of what I have so far:
- Fully operable/animated humanoid robot character: Using Unity's Mecanim system. All that is left to do is recode crouching (forgot to before I went to bed).
- 3rd/1st person dynamic camera switching: Scroll out; 3rd (RPG style). Adjustable distance. Scroll in all the way; 1st.
- Intuitive character movement: Movement is the same in both views. However, it feels like FPS in 1st, and RPG-style controls in 3rd. I accomplished this by making the body rotate independently of the head. Since the character is a robot, its head can feasibily rotate 360°, no sweat. The camera and head face whichever way you point them, and when you move, the character's body follows.
- Planetary gravity/orientation: Not 100% complete, but it is to the point at which the character can walk on the surface of a sphere with planetary gravity, oriented to the surface of the planet. What's left to do is make it distinguish between the player and all other rigidbodies (which do not have to be rotated to the surface normal) and code in when to apply rotation and when not to. This (in combination with player movement) took me one and a half days of nearly nonstop problem-solving to work out. It wouldn't have take so long if I was only doing 1st person view, but I'm not, so it did.
So what's the next major step? Procedural planet generation. Hehe... wish me luck.
P.S. The mothership is in the works as well. :^)