So for the character controller I had a few ideas. It's an astronaut floating through space. So realistically it will be a completely difficult to move around. I don't want that. I want realistic enough to appear believable, yet still controllable. But then again, I don't actually want it that controllable. I want it a little difficult to move around in. Just for the fact that getting to the other end of the space station should be difficult. It should be hard, it should take some time, and at the end of it the player should be rewarded. Taking the time to navigate to the end of the space station should be that thing for that ambitious player, that player that goes and explores places that they hope the sneaky developer put some hidden little stash in. Well I wanna make that stash and I wanna reward that player.
So I designed this character controller. It's very simple. I imagine the player controlling a space suit with some sort of compressed air propulsion. so I will have a 3D compass rose of propulsion, along with simple mouse look characteristics similar to an FPS. So knowing how I wanted this to act, and knowing that I want every object to be based on physics, I based the movement completely on the Rigidbody. I have a rigidbody attached to the character that my character control script references. And after some tweaking and experimenting I actually had my entire movement scripting complete. There's actually only one line that controls movement and that's "rigidbody.AddRelativeForce" I have a line of this attributed to every direction, attached to a standard keyboard movement setup. After a little bit of scripting I had the controls below.
PlayHere
WASD - Movement
SPACE - Up
X - Down
Mouse - Look
So I designed this character controller. It's very simple. I imagine the player controlling a space suit with some sort of compressed air propulsion. so I will have a 3D compass rose of propulsion, along with simple mouse look characteristics similar to an FPS. So knowing how I wanted this to act, and knowing that I want every object to be based on physics, I based the movement completely on the Rigidbody. I have a rigidbody attached to the character that my character control script references. And after some tweaking and experimenting I actually had my entire movement scripting complete. There's actually only one line that controls movement and that's "rigidbody.AddRelativeForce" I have a line of this attributed to every direction, attached to a standard keyboard movement setup. After a little bit of scripting I had the controls below.
PlayHere
WASD - Movement
SPACE - Up
X - Down
Mouse - Look
RSS Feed