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Posts posted by theschap

  1. This has been turning into a very nostalgic Wizard Jam for me. Maybe it's because it's the last, and maybe it's because I've been digging deep into the podcast data.


    Here is a link to all of the header images used in Idle Thumbs podcasts available via the RSS feed. (I set a 10 day timer on this link because that seemed sane, but if you would like it after that feel free to PM me here or in slack :) )

    Idle Thumbs All Pod Images


    I started making a submarine game, as I just finished up Outer Wilds and absolutely loved it, so I was inspired to make a dark space exploration type game. I have dreams of creating a puzzle like exploration experience, but in the remaining 5 days that isn't going to happen. At the very least I want to give the player  an interesting environment to traverse and collect all the IT Pods of the past.


    Initial movement and mood. It probably won't be this moody but I wanted to make sure the plugin was working.EarlyMovement.gif

  2. Thanks for the feedback @atte! My partner has been telling me I should put a dumpster outside or something for people to throw stuff into. I have also been considering a mechanic where you would be able to spawn and throw items to a certain degree. I hope I can get that in before showcase weekend.


    @Henke Haha! I never tried doing that! 

  3. I just got my entry submitted to Itch. I still want to iron out some physics stuff, and add a bunch more props. I would also like to get some more sound, particularity sounds that the toy made, and some better materials in there. Other than that it has the basics for what I wanted to get in there.


    I ended up  doing a combination of a physics spring and some Force.Impulse stuff. When the spring is created the length of it is confined to the distance that the objects are apart. I didn't want to be too strict on pickup distances on objects so when an object is too far away, I push it towards me, and then once it hits a certain threshold it is held through the physics spring. This worked well to give a grabbing feeling for things like doors and drawers, and also let you pull things off of a counter/table/floor.


    If anyone has feedback on it let me know!



    As we near the end of the first week of the jam, I've been working on some logic for the game. This included things like physics objects, and the elevator to take you between the different floors. This isn't the most fire safe way to traverse the dream house, but it's as @Travis said "it is as architect Barbie intended".




    I have decided to push off polishing the way the elevator works right now as it's functional. I am basically moving the elevator collider at a pace that the player controller still recognizes it as a step so it brings her upstairs. It's a smoother ride on the way down, but going up is a jarring experience.


    I have had a lot of good recommendations via Slack for handing this in Unity:

    • @Travis "You could use rigidbody.MovePosition() to move the stuff while holding it, but when it had a collision, set it free."
    • @Dinosaursssssss "... for a jam, making it kinematic and setting its position is probably the way to go"
    • @Zirrrus "The way I've seen it done is attaching the rigidbody to a point fixed relative to you via a physics spring. That way you get nice springiness while carrying it(conveying an object's weight) and it can interact with other physics stuff."
    • @Synnah "I would do this by setting a flag whenever the player is on the platform (you could do collision checks to test this, or set up a volume), and then whenever the platform moves, also apply that same movement to the player."
    I hope I captured everyone's advice. :)
    This weekend I am going to focus on content content CONTENT! This means building lots of props to populate the house and I might delve into plastic shaders!
    Thanks again everyone for your advice and I wish a good jamming weekend upon you all!

  5. I'm just about finished with the house model. I'm cleaning up some railings and windows yet, which require some alpha mask stuff. Also the proportions of Barbie are surprisingly difficult to replicate with a first person controller, but I think I got her moving through doorways and such appropriately now.


    I think I am going to tackle some logic before I get deep into props production as I think I am going to want a system that is easy for just dropping new props into before I have a bunch of them to work with.



  6. Hey all!


    With the new endorsements theme I have decided to go with Jake's endorsement of the Barbie Trashes Her Dreamhouse gallery by artist Carrie M. Becker. It's really an incredible group of exhibits and I urge you to check it out.

    As far as a game goes, I have decided to do a first person exploration type game where you roam around Barbie's Dreamhouse and navigate the hordes of trash. I want to try to capture the clutter, and claustrophobia of a real Barbie horde of junk. 

    With the time allotted I have decided to keep it in it's clean plastic mint as unwrapping and texturing all that stuff would be tough. I would like to add some physics to the whole thing as well, but we will see how that plays out. Hopefully in hilarious and dramatic failure.


    I am away all weekend so I have been working on the dreamhouse over the last few nights. Here is where I'm at so far.




    Good luck to everyone this weekend, and I'll see you later!

  7. I must admit getting 2 players into this was scaring the sarcophagi out of me as it's the first time I've done synchronous multi-player but it went in pretty well. I was surprised things worked inside the loadout manager as well as they did as I'm saving the data for both players in the same list<>.


    I'm now thinking of doing 2 modes. Very likely not by the end of the jam, but sometime. The more theme appropriate mode is where you are trying to destroy yourself with elemental obstacles (which is a bit light right now). The other would be a more classic destroy your enemy type thing.


    I may have to start focusing on the art and structure surrounding this soon. I will likely start fleshing out the environmental stuff now that I have 2 players working.