Great work! It's almost perfect but I would rework the position of the arms when going up and down a hill. The arms look awkward/off. They hang low, pointed down whereas they should probably be pointing forward and a bit outward for balance. Try it yourself on a hill to get an idea.
If you are manually crouched (button press) it stays that way until pressed again. When pressed to stop crouching, it will transition to standing (but will stop if an overhead obstacle appears - now you are in auto crouch mode). If you were crouched by auto crouch and the overhead obstruction goes, then it auto stands.
@KonvictionTV it's a fair point. The crouch speed is movement speed regulated and the objective is to prevent collisions (both physical and visual). In my own project, I have also been slowing character movement based on extent of crouch. I think an element of this is level design and more natural changes in height, such as in the cave, should be favoured. The dev can also disable the auto crouch (there is a function for that) activity in particularly difficult, low crouch areas, requiring a player to start with a planned manual crouch.
This is the type of polish I would like to see in more games. Nice work!
Thank you.
Great work! It's almost perfect but I would rework the position of the arms when going up and down a hill. The arms look awkward/off. They hang low, pointed down whereas they should probably be pointing forward and a bit outward for balance. Try it yourself on a hill to get an idea.
Thanks, I'll take a look.
Looks good! What happen if char is crouching? Auto-stand up if no overhead?
If you are manually crouched (button press) it stays that way until pressed again. When pressed to stop crouching, it will transition to standing (but will stop if an overhead obstacle appears - now you are in auto crouch mode). If you were crouched by auto crouch and the overhead obstruction goes, then it auto stands.
@@MiddleAgedGameDev naise! been waiting for it to appear on fab since I saw the first video. looks promising.
It's nice but when the avatar gets pushed into a crouch, it looks very fast and unnatural.
@KonvictionTV it's a fair point. The crouch speed is movement speed regulated and the objective is to prevent collisions (both physical and visual). In my own project, I have also been slowing character movement based on extent of crouch. I think an element of this is level design and more natural changes in height, such as in the cave, should be favoured. The dev can also disable the auto crouch (there is a function for that) activity in particularly difficult, low crouch areas, requiring a player to start with a planned manual crouch.
can you procedurally do prone / crawling on four if it's a tiny entrance / very small cave like area just like in the last guardian ?
@@Mewsashi-cz9fo not with the system as is, it was designed for crouching only. That would probably be best as a dedicated state anyway.
Sorry there’s no heart button. I had to settle for a like instead.
Always appreciated, thank you.