Prototyping some billboards! The world has been a little bare-bones because I've been keeping much of it gameplay-centric until some choices were more locked in. Now I'm getting ready to start making it look all perrrrrty.
Here's the reworked gun visuals in action; they feel more in line with the rest of the game's visuals now and the fire rate adjustments to the gun feel way better than the old version!
Made some updates to the lazer rifle based on feedback; now it acts more like a railgun and the trail provides a better indicator of where it's hitting
Been doing some rejigging of my whole character controller. Took a long time to dig stuff up but now the gun leans alongside the camera when strafing which helps it feel a bit more 'active' than it did before.
Added some SFX and camera animation when the player does a "hard" landing. The intention with this is to compromise their landing a bit to make it something you have to plan out as you jump around the map (and to add to the feeling of being in a big mech).
I anticipate doing more work to make it feel heavier, but that's for future me to do.
I was having a time with Unity's input system and wrangling it to interact with gamepad the way I wanted to the extent I wasn't sure if I even was going to bother supporting gamepad.
Instead of dealing with that mess I found a handy Unity plugin that adds a cursor that interfaces with the UI system that is controlled by the gamepad (a la Destiny style). Problem completely solved!
This also effectively was the last hurtle towards full gamepad support in Centauri Dark, and now I only have minor edge cases to fix to support it :)