Pixel tank opens fire on you, WHAT DO YOU DO??
A. return fire - no mercy 💥
B. hug him cos he's still a cute lil guy 🥰
Many people on Twitter commented on how 'cute' our tank friend was, so I wanted to ensure its animations matched! Plenty of rumbles, leans, and hops to give it personality! 😄
These guys are both moving at the same velocity BUT with differing anim speeds. Finding a balance of these two values is a tiny thing that can make a big impact on how polished your player feels to control. Don't be afraid to adjust your animator speed!! ⏩
More discussion on this on Twitter: https://twitter.com/artofsully/status/1632906956967903234?s=20
(nice alliteration in that title hehe :D)
Aesthetically pleasing poly-perfect-pixel UVs for your viewing pleasure 🍷
Deciding where geometry should be grid-locked and have curves implied in the *texture* VS making *curved* geometry with *straight* pixels running along it is an tricky thing to figure out sometimes! 📐
This was my first time animating in well over a year, so I was VERY rusty 😅 That said, my new character rig helped a lot! A big thing that worked with this new style too was opting for separated limbs instead of deformed topology (because I refuse to have pixel stretch lol) 🦊
Pretty proud of my projectile ricochet system! 💥No physics involved (unless you count a single-shot raycast to calc. Vector3.Reflect), so no FPS-reliant collider penetration. Any number, any speed, perfectly calculated wall bounces every time!
Experimenting with Unity's custom renderer pipeline to get some cool occlusion effects! Our lil tank shows up behind walls, and the tread tracks / tank shadow swap to a darker material if they pass behind shaded ground! Pretty neat! 🔍