Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Hey, I gave this a try.  

Overall everything seemed to work as expected.  One big thing would be to add a "run" option by holding shift. 

One question, I wasn't sure what the "Press e to learn to jump" thing was.

Here are a few other thoughts for additions

--Add UI for parameter sliding:  Player speed, jump height, things like that.

--For the car driving controller, would it make sense to let the person still look around with mouse, even if the car is going a different direction?

--You could get really out there with abilities and modules, like double jump, grappling hook, jet pack, wall running/parkour

Thank you so much for the feedback 🙂

The "learn to jump" injects ability to jump at runtime. I should've done same with "run" both abilities are available in the system, but they are not in use until injected. This architecture allows to have virtually infinite different movement styles or camera perspectives or abilities without the need to carry them in memory from the beginning. 

Its quite raw though 😅 

The UI is a disaster at the moment ye 😂

(+1)

I like the idea, as I'm definitely a systems guy, so the framework sounds appealing.  I could see it being really cool for building some sort of mech game where you're constantly getting different augments that have different control and movement types.