/characterActionControllerDemo

A webgl build of a character action controller I'm devloping. I hope to continue development and create a character controller for a future game.

Primary LanguageCSS

LATEST BUILD: Version 0.4 RELEASE DATE: 10/01/19 /////////////////////////////////////////////////////////////////////////////////////////////

Welcome! This is a webgl build of a character action controller I'm developing in Unity. With this project I hope to create a basic general character action controller template for use in future Unity projects.\

Demo Link: https://spicygarlicalbacoreroll.github.io/characterActionControllerDemo/index.html

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CHANGELOG:\

VERSION 0.4.1\

Fixed keyboard WASD movement, changed colors to be more in theme with Halloween \

VERSION 0.4\

Added coyote jump when jumping immediately within 3 seconds after walking off ledge. Have giant untouchable block for state machine testing purposes \

VERSION 0.3\

Implemented a simple Finite State Machine, which will be used for the combo system. Currently only has player freeze their position for 0.3 seconds with each attack state. Will add hitbox/hurtbox for visual debugging attacks (whenever I get around to implementing actual assets)\

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CONTROLS: (XBOX ONE controllers should be supported in browser, at least on Linux in Firefox) MOVEMENT: WASD Controls / Left Joystick JUMP/DOUBLEJUMP: Spacebar/A DASH: Hold LEFT SHIFT while moving in direction (has couple second cooldown) CAMERA: Mouse / Right Joystick (press M to toggle between them) RESET POSITION: R

MELEE: (Only freezes player,no animations or hit/hurt boxes) HEAVY ATTACK: G / Y LIGHT ATTACK: F / X

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PROJECT GOALS . . .

Fast and snappy movement [WORKING, IN PROGRESS]

Double Jumps [DONE]

Wall Jumps

Dashes [WORKING, IN PROGRESS]

Hit and Hurt boxes

Streamlined method of creating combos
-Implement via Finite State Machine [WORKING, IN PROGRESS]

Add enemies to showcase features and playtest

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