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

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

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

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

@JobLeonard Smiley thanks!

We are at model 0.0.10 now. I’ve added a boss, a automobile, settings menu, reworked some techniques 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 an honest boss combat 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 huge humorous joke was to switch it with an enormous 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 along with her lasers once more. If you’ve sufficient HP to outlive, the combat begins. She alternates assault modes, charging you with the sword thrice, after which summoning three skeletons. The combat is fairly easy, however nonetheless troublesome (if not irritating). The fight system continues to be laborious to manage, so I made her simple to kill in case you have maxed stats.

My pal contributed a observe for the boss combat, and I by accident made a reasonably first rate observe too, for after she is overwhelmed 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 lately added the primary car, with sound design assist from BCFRecords. Unity’s wheel collider does not match what I need to do, so I made my very own. It makes use of a cylindrical convex meshcollider for the wheels after which spins them through configurable joints. This would work in actual life, however because the wheels are rigidbodies in recreation, 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 decreasing the maxAngularVelocity of the our bodies to 1 radian, the instability is enormously lowered, and the rigidbodies smear alongside the bottom like butter. From there I’m in a position to depend on the traction dietary supplements. To make the wheels really spin visually, I faux the rotation utilizing a separate wheel graphic. It is quirky, however works very well. With some down-force the automobile is even in a position to climb vertical partitions.

After the wheel physics reached this level, I used to be in a position to slop collectively a script to get the participant contained in the automobile, add rocket thrusters, and handbook automobile rolling if you maintain house bar. Similar to the in-air rolling mechanic of Need for Madness. The automobile is at the moment OP, because the participant is principally invincible inside, however will develop into balanced as I rework the doll system.

In 100 years once I get the stock system useful, I’d wish to make the automobile modifiable.


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

Doll Management System:

I’m at the moment unifying all objects with rigidbodies (participant, monsters, weapons, autos) within the recreation as “dolls”. Each has a Doll.cs script connected that accommodates an inventory of DollElements 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 recreation edible, targetable, and so on… The gif above footage the participant doll being mutated. I’m at the moment engaged on logic for ‘merging’ dolls, which can be used for wearable gear that modifies the participant’s collision form.

The fight system can also be being rewritten with the doll system for extra constant hit habits, and to make any doll collision damaging. Soon, monsters will take injury after they bump laborious into one another or into partitions. The participant will have the ability to deal with monsters to loss of life. The automobile will have the ability 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 introduced with an merchandise grid like that of Diablo II. My concept is to make the participant eat/spit out objects when they’re picked up/dropped.

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

Thing is, I’m unsure learn how to introduce the mechanic. The recreation is getting actually sophisticated, as if it weren’t laborious sufficient for brand spanking new gamers to grasp earlier than. I’ll in all probability voice act numerous explanatory dialogue so as to add into the tutorial so at the least the participant does not must learn a complete guide to learn to play.

Spells
With the doll system I wrote, it is simple 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 simple to offer a little bit of backstory to every spell.

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

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

I’m entering into volumetric terrain technology through 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 finest elements of the sport. I do must make some monsters that wont simply fall off of the sky islands although.

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

I have never finalized this concept, however I’ll at the least embrace quirk choice on the brand new recreation display in a future replace. This will let the participant set their problem, play with world values (gravity, timescale), and let the group set challenges.



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