38 votes
Accepted

Character ability power balance

In any game where you have character leveling, you need to decide on a power curve. This is a mathematical function which maps game progress to character strength. This curve can be linear, ...
Philipp's user avatar
  • 119k
35 votes

How feasible is it to integrate a personality system such as the MBTI into a game?

Firstly, you should know that the Myers-Briggs Type Indicator is a proprietary system - if you wanted to use exactly this system in your game you'd need to license it from the foundation that ...
DMGregory's user avatar
  • 134k
11 votes

Character ability power balance

@Philipp gave a great answer. Another concept to take into consideration is the idea of average threat level. It is perfectly acceptable for certain foes to have stats dramatically greater than what ...
Benjamin's user avatar
  • 211
10 votes
Accepted

How to create characters randomly with a given skill and weighted abilites

Let's start simple and forget the constraint that skill values should be integers for a moment. If we look at the equation for your job skill: $$\begin{align} \frac{w_1 s_1 + w_2 s_2 + w_3 s_3 + ...
DMGregory's user avatar
  • 134k
8 votes
Accepted

Is it legal to use the exact same proportions as Minecraft's Steve character model in software without permission?

I am not a lawyer, and you should not put too much value into the legal opinions of anonymous strangers from the Internet. But personally, I would not risk it. While I doubt that Minecraft Steve will ...
Philipp's user avatar
  • 119k
6 votes
Accepted

Character implementation and architecture

We would like to know which is the best solution in computational [...] [...] it'll require a bit more processing power. Stop right there. This is a non issue. The scope of these character classes is ...
Vaillancourt's user avatar
  • 16.3k
4 votes
Accepted

Can't parent the standard FPSController during gameplay

I appreciate that you'd prefer to solve your problem using parenting but the truth is you're going to be fighting Unity more than utilizing its simplicity if you attempt this. The problem is that <...
Foggzie's user avatar
  • 1,222
4 votes
Accepted

How Could I accommodate Gender Fluid Players In My Game

Disclaimer: I am not genderfluid, nor am I a psychologist or gender therapist. I have had regular and friendly contact and conversation over several years with at least two genderfluid people, one of ...
Pahlavan's user avatar
  • 339
4 votes

Our designer refuses to work because of job official title

Job titles and responsibilities vary greatly from one place to the next. The duties for a particular role at a particular place depend on what the two relevant parties have agreed upon. The ...
Pikalek's user avatar
  • 12.3k
3 votes

How do I make 3d Sprites like Myth did 20 years ago?

You need to create the 3D models, extract the images, and import them as resources in your game. I would suggest to create sprite sheets for the animations. Many 3D editors support setting the camera ...
Theraot's user avatar
  • 26.2k
3 votes

Managing complicated RPG character data

This is not a complete answer since as others here have noted, this question is rather broad. But I just wanted to give you some pointers. body parts / ...
Engineer's user avatar
  • 29.4k
3 votes
Accepted

Architecture for game character movements with user input and a finite state machine

I prefer not to use FSMs for movement, but it can work in certain cases. One of the things FSMs are great for is animations, which is what the linked example would easily tie into. The key thing to ...
UristMcSparks's user avatar
3 votes

Old Age: Decreasing stats/attributes as characters level up

I have never seen a game do this either. This is how I would design it so that hopefully there is an incentive to level up: At the beginning, when the character is young, they will be able to use the ...
Quintin Steiner's user avatar
3 votes
Accepted

How to decide between strafing, turning etc for lateral character movement?

It depends primarily on what the player is supposed to do. In games where a gun is facing in the walking direction and the main thing the player is supposed to do is to shoot things by accurately ...
Peter's user avatar
  • 9,965
3 votes

Handling of Slopes for a Character Controller

For anyone who hits this problem in the future, a possible solution is to implement a "surface follower". It's one of those special-case movement things that will save you a lot of heartache to know ...
Macoy's user avatar
  • 31
3 votes

How feasible is it to integrate a personality system such as the MBTI into a game?

As DMGregory pointed out, the Myers-Briggs Type Indicator system has some problems both legally and scientifically. But my answer should be applicable to any personality system which uses two or more ...
Philipp's user avatar
  • 119k
3 votes

How Could I accommodate Gender Fluid Players In My Game

Do not give player-characters an explicit gender. As Pahlavan suggested in a comment to the question, have your character editor offer sliders for both feminine and masculine characteristics, so ...
Philipp's user avatar
  • 119k
3 votes
Accepted

First Person Shooter Character in Unity - Meshes Clipping When Close to Body?

The way this is often done is to render in two passes: first, render your scene with your normal near & far planes. next, clear the depth buffer, and render your character's visible first-person ...
DMGregory's user avatar
  • 134k
2 votes

Is there a way to make lowpoly characters close to looking like anime?

Low poly or high poly, the way to get a model to look like a cartoon is all in the shader material. You're looking for a Toon Shader, such as this one.
Draco18s no longer trusts SE's user avatar
2 votes
Accepted

Switching character and keeping animations in Unity default third person controller

This is a somewhat complex thing, which there are a couple of different options. You could take Ethan and color him. The "Ethan Occlusion" in ThirdPersonCharacter/Textures show this file. You can add ...
PearsonArtPhoto's user avatar
2 votes
Accepted

What takes up more processing power between whole character models or models that are pieced together in Unity?

Combining several objects or animations into one will require slightly less computations (avoiding duplicated initializations, updates, etc), and will therefore have a slightly better performance. ...
wip's user avatar
  • 318
2 votes
Accepted

How to make player stay on a moving object

You don't have to apply any Force or Velocity to your player. Just set your player child of the current Obstacle, and it will stick to that Obstacle. ...
Aditya Yadav's user avatar
2 votes
Accepted

Changing motion clips via script in Unity

Yes, but you would do this via the Mechanim state machine. Create a transition and set it to change via a Trigger. Doing it this way, when you want to swap animation states, you simply do this: <...
jgallant's user avatar
  • 8,394
2 votes
Accepted

How to find the minimum number in a float array C# Unity

No reason for so many loops: ...
House's user avatar
  • 73.2k
2 votes
Accepted

How to achieve single animation for different charcters?

When you want a character skeleton to interact with objects in the environment (which might or might not also be a character skeleton), then you usually use a technique called inverse kinematics, ...
Philipp's user avatar
  • 119k
2 votes

How to handle wearable items on character

When you make separate spritesheets for every possible combination, the number of art assets you need to create increases exponentially with the numbers of items in your game. This will soon becomes ...
Philipp's user avatar
  • 119k
2 votes

Animating a sprite character with Multiple Parts

My own personal way of handling this would be having the Player contain each directly connected part of the body, and so when the player is called to update, you then update each part of the body ...
Famout Highwind's user avatar
2 votes

Character getting slow when reached to speific path point

The code you've written is an exponential ease-out, which is why it slows down over time. First, the newPosition vector isn't really a position but a target offset....
DMGregory's user avatar
  • 134k
2 votes
Accepted

Handling exact collisions on character controller and/or other objects in unity? (eg. head shot, chest , leg,etc)

Attach your body part colliders to the transforms representing the animated character's bones. Set each one's "Is Trigger" property to true, so you can use them for checking collisions with ...
DMGregory's user avatar
  • 134k
2 votes
Accepted

Instant Animation Transitions? Nothing I read about is working

From Screen shot its look like the animation transition has some value to "Transition duration(%)" and also I guess "Fixed duration" is checked. So My suggestion is to set "Transition duration(%)" ...
Swati's user avatar
  • 1,147

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