A downloadable game for Windows, macOS, and Linux

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Fight wave after wave, combine  different weapon together and More...

INFO:

  1.  Quests, Crafting, and more...
  2. game size: 1 GB.  
  3. Full game duration: Expected game play duration:  5 hrs +.
  4.  multiple runs (this may vary from user).
  5. Developed in unity.
  6. This game is being developed by only one person.

Contact:

I am open to changes and improvements that you consider might improve the final game experience, leave your suggestions in the comments - Thanks to everybody who supports me!

Youtube -  Dev logs: 

https://www.youtube.com/channel/UCjk9ki1AIyye56lFF4lIukA?view_as=subscriber

E-mail: Remember1740@Gmail.com

Dev log#4 of Dr.alchemist:

►Under Development 

Game is currently in development.

Install instructions

Unzip the folder, and launch the executable!


Download

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Click download now to get access to the following files:

Build.zip 615 MB

Development log

Comments

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(+1)

Tried it graphics is quite amazing! Sound effect is cool too. Animations awesome! Interesting game play I would say. I would recommend using a health bar instead. Im working on a big 3d game in unity usually I would use Godot but Godot 3d is not the best and this is also my first 3d game so I decided to use Unity but I cant seem to work out how can I make smooth character walking movement could you maybe tell me what method you used to move the character in this game? 

(1 edit)

 

thanks for trying out my game only a demo tho sorry about that but, the player movement  is that you are able to turn a 360 =

using Vector2's ----

Vector2 inputDir = input.normalized;

        if (inputDir != Vector2.zero)
        {           
            float targetRotation = Mathf.Atan2(inputDir.x, inputDir.y) * Mathf.Rad2Deg + cameraT.eulerAngles.y;
            transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref turnSmoothVelocity, turnSmoothTime);
        }

  

using the unity input system ---

 Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));

  after turning you Go that direction  

 transform.Translate(transform.forward * currentSpeed * Time.deltaTime, Space.World);

hope this helps 

p.s using and  blend tree for animation 

running

float animationSpeedPercent = ((running) ? 1 : .5f) * inputDir.magnitude;
        animator.SetFloat("speedPercent", animationSpeedPercent, speedSmoothTime, Time.deltaTime);

thanks for the info, I already got it working with a character controller