colbydude / oot2dunity Goto Github PK
View Code? Open in Web Editor NEWA Zelda fan game for the purpose of learning Unity. Inspired by Team Dekunutz.
Home Page: http://zfgc.com/forum/index.php?topic=42040
A Zelda fan game for the purpose of learning Unity. Inspired by Team Dekunutz.
Home Page: http://zfgc.com/forum/index.php?topic=42040
Flesh out Kokiri Forest Map into Tiled with proper collision.
Add objects that can be broken with the sword. This includes grass, shrubs, signs, and pots. Objects should ideally be placed within Tiled.
Basic player movement with animations. Should encompass Link's idle and walking animations in the four main directions.
Movement is very clunky when using a controller.
When using Input.GetAxisRaw
with an analog joystick, diagonal directions don't register.
Using Input.GetAxis
with the keyboard causes odd lag behavior.
Implement basic sword swinging. Should spawn a separate object with its own collider. Look into changing collider shapes each frame of the animation?
Able to pickup and throw basic objects like shrubs, rocks, and pots.
Define a "pickup-able" interface of sorts to be applied to any of these objects' prefabs.
When thrown, should collide with the Ground, Enemies, and Objects layers... probably.
Basic collision on Link and the environment. Double-check corner cutting. Collision mask should be based on his shadow.
Implement workflow to be able to create maps in Tiled and import them into Unity with the correct layering and automatic creation of collider meshes.
Link should be able to climb on both vines and ladders. Should allow for horizontal climbing if the area is wide enough, potentially configurable in some way. May also tie-in to #13.
Setup camera to follow the player object and not go beyond room/map boundaries.
Implement "ledge hopping" where Link can run up against a ledge and jump down or across. Research more into how a Platform Effector 2D could accomplish this. Setting up the hops should ideally be that can be setup in Tiled.
Smooth out diagonal movement using the ZFGC engine movement as reference.
Implement Unity's new (though, in preview) InputSystem. Somewhat to future-proof the input mechanisms and potentially get eliminate #9.
Figure out how to persist sprite offsets/pivot points when changes are made in Aseprite and the sprite and animations are re-imported.
Alternatively, actually adjust the image to compensate for the offset to keep a consistent, centered, pivot point.
Convert player to a swimming mode when entering a "water" layer. Water areas should ideally be able to be imported from Tiled. This does not include diving.
Figure out how to effectively implement a 2D Z-axis so, for example, Link can run across the bridges connected to Saria's house.
Ideally this would be something that could be implemented in Tiled.
One possible solution would be invisible trigger object placed where Link would cross onto another layer.
Ability for Link to roll. Should have proper speed, collision, and animation playing.
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