RayUnite framework (Rayman 2/3 in Unity)

Playing with postprocessing and other stuff, helicopter sound, overall vibe.

I think that eventually I would need to put some actual lore content into the project to make it interesting, maybe some one level with crystal collectibles and some score system and music, soundscape, straight A to B type of level ;) and maybe some actual project name like hoodlums revenge or something (since I expect to be able to reutilize hoodlums' models later down the line)

 
Very impressive indeed, I'm thrilled to hear that you're looking to move towards a full-fledged game! Surely, you've already got a great basis for that.
 
Added collectible yellow crystals, unfortunately was unable to find score counter HUD textures so far, but next time :) Would be nice to have score system also recreated, next might be swimming or strafing, and if straing, then maybe some shooting... will see :)
 
Are the collision zones for the gems as big as in the original game? :hap:

Also, one thing, I find that the texture on the climbing walls doesn't stand out as obviously "climbable". Small thing though!
 
You think you can send me a build please? :)
It's really cool, i've been wanting a new 3d rayman game! I don't have a discord account yet.
 
Currently I am working on shooting mechanics and also implemented score counter with combo in the meantime :) This is the basis for shooting I have so far :)
You can also follow project progress on twitter! https://twitter.com/RaymanHW


As for providing the build, I would like to have more gameplay elements and polished thing first :) so stay tuned!
 
Really nice work! In many respects, your video does make it look like an upgrade on the original Rayman 3, which holds a dear place in my heart! :up:

How is the combo working? I noticed the number 87 in there at one point! :P Is it supposed to do that – are you thinking of implementing partial combos? Or is it just an animation artefact?

And as much as I like pink, I don't think it goes well for Rayman's fists, so I presume that's a placeholder sprite! :P The mechanic looks very well implemented though! :)
 
Improved visuals a bit, added fist charging mechanics :)


How is the combo working? I noticed the number 87 in there at one point! :P Is it supposed to do that – are you thinking of implementing partial combos? Or is it just an animation artefact?

Combo is working right now in such a way that I simply count the player's point by collecting gems in both counters - in the main counter and in combo counter simultaneously, then I add the score gained in the combo counter to the main counter. Combo activates when you score more than 1 gem in a row (in a short amount of time, more than 1 gem, that is enough :) )
 
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