Character Control Prototype: SUPER BUCKET
Controls:
WASD : move
Mouse : look
LClick : spin
This project showcases how tying gameplay logic to an animation state machine can lead to easy and consistent development of refined and responsive gameplay systems. This project was constructed in just a couple hours and features essential platforming mechanics such as coyote time, ground snapping, coyote time, as well as a special move that simply interacts with external systems in the form of a spin that adjust post processing effects.
Status | Prototype |
Category | Other |
Platforms | HTML5 |
Author | Jared Goronkin |
Made with | Unity |
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