Character Animation in Suntail Village


I have completed my collection of game art now, enough to get me started. We have three from Raygeas, and a bunch from the Synty Low Poly Series. I have only decided on using one Synty pack for now. Overall that's some good ammo for me.


Raygeas - https://assetstore.unity.com/publishers/23749

I am using AZURE Nature, Stylized Ground and Suntail Village assets to create a cartoon Zelda-like environment.

Synty - https://syntystore.com/products/polygon-mini-fantasy-characters-pack

I am using the MINI Fantasy Characters pack. This gives me sizable collection of rigged characters and a few props. These two Asset brands  go well together.


Right now I am putting together my Character Controller in the Suntail Village demo scene. It is a nice change from my early self made scenes. I will most likely build my prototype on top of their demo scene, it feels a little wrong but it will boost my development time by too much. I can focus on building a town of my own creation later.


For my the base of my character controller I am using Nappins Physics Based Character Controller. I have used this in previous games, and now it is really feeling like the right fit. Adding animations into the controller was fun and I am feeling good about adapting this code to my needs. I put a low poly pirate through Blender and made my own animations. They are janky animations, but now that they're in place, I want to tweak it to perfection. I am confident I can do some impressive animating with practice.

Nappin CharController - https://assetstore.unity.com/publishers/54450


And that's the bulk of the last two days. In my previous Projects I would rush as fast as I can to add mechanics. This time I'm going to spend more time on mechanics as I go. I am going to make a pretty first game, shame on you low poly scrubs.

I will be posting a Dev Logs just to keep track of my progress. I will try break up my days into 2 day sprints. Although slightly overkill, I think it will help me  keep a bit of accountability for my work days. I will write up what went good and bad at the end of sprints.

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