Foon → Ludum Dare Explorer → MiniLD → MiniLD 67 → Pakku's Edge

Pakku's Edge

By mcmutton

Comments

cyberstarlight 2016-05-29 21:21

It's actually pretty fun to play pacman in 3D, I like it. a bit stressing when you can't see from above like in the original and too afraid to stop and look back to see if they are behind you XD
I'm a beginner with unity too, how did you make the circling camera? and what did you use for the AI/Path-finding?

* just a note, the back button didn't work in the credits, and pressing ESC doesn't exit.

mcmutton 2016-05-29 21:49

Thanks for the bug report on the credit button... Curse me for changing sth in the method in the last second. :D
Reuploading that now... (not really important, but otherwise it will annoy me ^^)

For the circling camera it's just basically only one line in c# code:

transform.RotateAround(ReferencePoint.transform.position, Vector3.up, 6f * Time.deltaTime);

The reference point is a public variable where I assign a GameObject placed in the middle of the map.

The pathfinding is basically all done by unity. Setting up a NavMesh is basically 1 click. After that you give the enemy gameobjects a navmesh agent component and have to tell that one what it's destination is.
The navmesh agent will handle the rest. Just have a short glance at the unity navmesh tutorial. There is really not much you have to do. As long as your map/level is pretty easy the automatic functions work great.

I probably screwed up when chosing the destination... since I tried to imitate the original Pacman AI for each personality/ghost.

cyberstarlight 2016-05-30 10:15

I need to try the navmesh sometime, I never needed it until now.
Thanks.

geekguy100 2016-05-31 20:53

Nice work! I liked the incorporation of jumping. Just my opinion, but I think it would have been cool if the player keeps moving along a path and when a turn is necessary the player presses the corresponding key. This would make it so the player sticks to a grid like the original pac - man. Also, maybe make the dots a bit bigger because I found that walking along the path i would easily pass them and would have to go and recollect them. Overall, great work!

stevenjmiller 2016-06-01 02:11

Great game, the jumping mechanic worked nicely and cutting corners to avoid ghosts was really cool.

mcmutton 2016-06-01 16:05

@geekguy:
Yeah I thought about having the orbs gravitate towards the player when you're close/them beeing sucked in. But wasn't sure at the end, since you could use it as a tactical choice at which time you want to use the red powerups by avoiding them...

Putting the players "on rails" would be quite the opposite I tried to achieve originally, which would be more freedom and some parkour between buildings (which was obviously way too much for me). But if I continue the game it would be still going into this direction...

All in all thanks for your feedback. :)
And thanks to you too Steven. ^^