HTG – Early Prototype

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Since i started building Hang The Gods, i have been mainly working on trying to get the character controller just right. Many don’t take the player movement serious, but i believe it is one of the most important areas of a game that can either make or break it.

There are definitely exceptions to this, but to me personally, I can’t seem to enjoy a game if the character is hard to control.

Hang The Gods Prototype

I took inspiration from a few of my favourite 2D platformers like Hollow Knight and Celeste, these games are not only knows for their amazing difficulty and beautiful aesthetic, but also for their great controls.

I spent weeks trying to get it just right, and eventually I got to a point where I was pretty happy with it. Then I found a beautiful thing that I would hate very soon after… The new Unity input system

Let me explain myself.

When I saw the new input system, I knew that I wanted to update my game to accommodate the new input system, but little did I know how confusing it would be!

Now for some it was probably pretty easy to pick up and get it to work, but I have only been coding in Unity and C# for about a year now. I started with a few online Udemy courses that I found, that were created by Gamedev.tv. They have awesome courses that helped me on my journey to creating my first game!

Recommended courses:

  1. Complete C# Unity Game Developer 2D
  2. Complete C# Unity Game Developer 3D
  3. RPG Core Combat Creator: Learn Intermediate Unity C# Coding

I digress..

So long story short, I was pretty happy with the character controller and then tried to implement the new input system… Which broke everything (sad face).

For a few days I tried to figure it out, but I had no luck… So I left it for a while, probably about 2 months on and off.

In that time and even before I had an idea for my game, I was following a developer named Jordan Morris, better knows as Mister Morris. He also started his game development journey roughly the same time as I did, maybe a little bit earlier. I was astounded at the progress he was making on his game Haiku, The Robot. He recently launched his kickstarter campaign and released a demo of Haiku for everyone to play (Links below).

Mister Morris:

After Playing his demo, I was so inspired that I started working on my game again that very same day after work. I thought to myself that I had a bit more experience now in coding, so I would probably be able to write better code than what I already had, so I deleted everything and started my code from scratch… And I am glad that I did, because now I have a better foundation for my character controller with much less confusing code. So I am glad I took a step back and decided to give the new input system a go, because I knew it would save me a lot of time and a lot of headaches down the line… and now my character works with a PS4 controller as well as an Xbox controller (wink wink) and it was basically no extra effort to add both controllers, literally just a few click and BOOM!

So you can download my prototype to test out the movement. Please note that it is still in early development, and the visuals are just black blocks and a character sprite I just found online as a placeholder for now.

I hope you enjoy the prototype at least a little

Please let me know what you think, what you think can improve, and if you find any bugs that I can squash.

Thanks!

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