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rappel

It's a little half baked but the physics and constraints are done for the tool that may help you traverse unexplored heights. Now that the proof of concept for the rope is done (and turns out to be fun) I will move on to other features. Eventually I will swing back around for animations, climbing and visual enhancements....

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sss 173

Click for big Check out the little guy on top for scale. I have been working on mechanics this week but did find some time to add more pretty to the game including decals and angled pieces! Initially I was afraid to add anything that wasn't a right angle, but I'm over that now....

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jump, friend. jump

The first part of this weekend I decided on how to approach character animation. The second part of this weekend was devoted to keyboard and touch controls. In order to test the controls I created a test map. Watch the video to answer some of these questions: Will I make it to the end in one shot? Would I even upload a video where I don't? And how many takes did it take? The animations here are c...

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procedural animations? yes.

(The choppiness is for effect. Imagine a trail following the sword.) It took me all day but I made some progress with procedural animation. In the image above I am only animating 3 properties: Goal L Hand Position Goal R Hand Position Goal R Hand Rotation All three are just empty Game Objects that are being tracked by a script. Every LateUpdate the script updates a component from an awesome plugin...

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sss 172

Though I just recently shared some shots on my blog, I thought I would share a few more large images. For scale, look for the little white figure in each image. Click for big Click for large Click for huuuge...

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just thought I would share

ahem... scroll down for fancy pictures I've been playing around with scale quite a bit lately. I aim to make the world seem gigantic as a tool to inspire awe and intrigue. Scale means many things other than size: Character size relative to the world Speed of Movement The speed at which the camera can pan over the land The time it takes to get to places you can see. The last point above is somethin...

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groups + physics = roman torture device?

Note This article is old and has nearly nothing to do with the game anymore. Just explorimentation As the shot above demonstrates, I've worked out a way to "combine" RigidBodies so that Kinematic collisions actually strike RigidBodies controlled by the Physics system. Or simply: When the group moves, it hits stuff correctly. Here's a shot from another angle:...

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sss 170

Note This article is old and has nearly nothing to do with the game anymore. Just explorimentation Features have been very quick to implement as of late, this week the big push was groups. The few screenshots and gif's I have share so far don't even begin to touch on the ideas I have planned. Hopefully the screenshots below offer a deeper glimpse into the world I am crafting. so... groups? Groups!...

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