Home Indie Game Juice World (Alpha Available!) – a ragdoll fight journey sandbox

Juice World (Alpha Available!) – a ragdoll fight journey sandbox

0
Juice World (Alpha Available!) – a ragdoll fight journey sandbox

[ad_1]

I’m nonetheless right here. It wasn’t my intention to desert the thread, I just a bit behind on issues. The neighborhood has grown actually quick and I’ve felt pressured to maintain including content material to the sport, similtaneously transforming present programs, and I are likely to let issues go.

@JobLeonard Smiley thanks!

We are at model 0.0.10 now. I’ve added a boss, a automotive, settings menu, reworked some programs and stuck a ton of bugs. Next up is a few extra story, and a few GUI updates for stock and challenges.

Juice School Reunion:

There was a giant content material replace for April Fools: folks had been to wanting kill Mrs. Slitherss for weeks and I managed to make a good boss struggle in time. The speedrunning strat on the time was to fly straight to the hella OP draginslayer (a ripoff of the Dragonslayer from Berserk) and use it to one-shot the primary boss. My massive humorous joke was to exchange it with a large plunger, after which give it to Mrs. Slitherss to punish those that had been abusing it. Now you must beat her to get it.

Once the participant flies again as much as Juice School, she offers them a fast lecture on delinquency after which tries to fry you together with her lasers once more. If you have got sufficient HP to outlive, the struggle begins. She alternates assault modes, charging you with the sword thrice, after which summoning three skeletons. The struggle is fairly easy, however nonetheless troublesome (if not irritating). The fight system continues to be arduous to manage, so I made her straightforward to kill when you’ve got maxed stats.

My buddy contributed a monitor for the boss struggle, and I unintentionally made a reasonably respectable monitor too, for after she is crushed and dies takes a protracted nap.
https://soundcloud.com/bcfrecords/mrs-slithers-boss-fight-theme
https://soundcloud.com/fishlicka/sleepy-slitherss

Vehicles and Wheel Physics:

I just lately added the primary car, with sound design assist from BCFRecords. Unity’s wheel collider would not match what I wish to do, so I made my very own. It makes use of a cylindrical convex meshcollider for the wheels after which spins them by way of configurable joints. This would work in actual life, however for the reason that wheels are rigidbodies in sport, they do not act like actual rubber. So, just like the Unity wheelCollider, I calculate the slip values utilizing dot merchandise, after which complement the wheels traction and sideways slide resistance. The interplay of the quickly spinning mesh collider with the bottom was nonetheless clunky, however I discovered that by lowering the maxAngularVelocity of the our bodies to 1 radian, the instability is enormously diminished, and the rigidbodies smear alongside the bottom like butter. From there I’m capable of depend on the traction dietary supplements. To make the wheels truly spin visually, I faux the rotation utilizing a separate wheel graphic. It is quirky, however works very well. With some down-force the automotive is even capable of climb vertical partitions.

After the wheel physics reached this level, I used to be capable of slop collectively a script to get the participant contained in the automotive, add rocket thrusters, and handbook automotive rolling whenever you maintain area bar. Similar to the in-air rolling mechanic of Need for Madness. The automotive is at present OP, because the participant is mainly invincible inside, however will turn into balanced as I rework the doll system.

In 100 years once I get the stock system purposeful, I’d prefer to make the automotive modifiable.


The doll system makes ragdolls rather more manipulable by scripting. This is a participant mutation script.

Doll Management System:

I’m at present unifying all objects with rigidbodies (participant, monsters, weapons, automobiles) within the sport as “dolls”. Each has a Doll.cs script hooked up that comprises a listing of DollComponents and DollJoints and registers the doll to DollSystem.cs.

This generalization lets me write results like DevelopDoll, MutateDoll, ShakeDoll, StretchDoll, and make something within the sport edible, targetable, and so forth… The gif above photos the participant doll being mutated. I’m at present engaged on logic for ‘merging’ dolls, which will probably be used for wearable tools that modifies the participant’s collision form.

The fight system can be being rewritten with the doll system for extra constant hit conduct, and to make any doll collision damaging. Soon, monsters will take injury once they bump arduous into one another or into partitions. The participant will be capable to sort out monsters to loss of life. The automotive will be capable to take injury.

~~~~~~~~ Plans/Challenges for the Future ~~~~~~~~

Inventory System
I’m planning on doing one thing like System Shock 2’s stock, the place you hit tab to enter stock mode after which you might be offered with an merchandise grid like that of Diablo II. My concept is to make the participant eat/spit out gadgets when they’re picked up/dropped.

I’ve been placing quite a lot of thought right into a magic loot system. That is, gadgets can drop with modifiers (+injury, +participant stats, weapon dimension modifier, probability to solid, +hp regen, +protection) and it’s as much as the participant to search out loot to enhance their character. Crafting like that in Median XL or Path of Exile can be on the menu. There’s a lot to do lol.

Thing is, I’m undecided the way to introduce the mechanic. The sport is getting actually difficult, as if it weren’t arduous sufficient for brand new gamers to grasp earlier than. I’ll in all probability voice act quite a lot of explanatory dialogue so as to add into the tutorial so not less than the participant would not need to learn a complete ebook to discover ways to play.

Spells
With the doll system I wrote, it is easy to do issues like mutate monster proportions, freeze monsters, ignite them, fatten them, shrink them, and possibly different stuff I have never considered. I intend to make spells learnable by finishing quests, killing bosses, or simply discovering them. This makes it straightforward to present a little bit of backstory to every spell.

I’m determining a brand new controls scheme along with the stock system. Ideally, you can tab-target monsters (or simply look of their normal path), after which solid spells with hotkeys, chosen by hovering over spells in stock and hitting hotkey you wish to bind.

World Expansion
I’m mixing handmade places with procedural era. Next up I’m aiming to make a street to steer between areas, and unfold issues out. I wish to generate some forests, sky islands, lakes, dungeons, and tribal villages with pleasant little fats folks.

I’m moving into volumetric terrain era by way of marching cubes: https://www.instagram.com/p/B_qiC_-pe6s/

I’m reeeeally excited for this as proper now there is not a lot to do with the flight mechanic, which is likely one of the greatest elements of the sport. I do have to make some monsters that wont simply fall off of the sky islands although.

Perks/Quirks/Challenges
Perk: a optimistic gameplay modifier that may be earned and activated by finishing challenges (magic discover, elevated knockback, spell energy)
Quirk: typically unfavorable gameplay modifier (double gravity, weak participant, tiny weapons, elevated problem) utilized to a brand new sport or activated in sport
Challenge: accomplish feat (boss kill, speedrun, chain kill, and so forth.) presumably underneath impact of particular quirks, to unlock new perks

I have never finalized this concept, however I’ll not less than embrace quirk choice on the brand new sport display screen in a future replace. This will let the participant set their problem, play with world values (gravity, timescale), and let the neighborhood set challenges.



[ad_2]

LEAVE A REPLY

Please enter your comment!
Please enter your name here