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About coughlinjon

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  • Favorite Games
    Spelunky, OlliOlli2, Journey, TLOU, FC2, Fez, SimCopter, KRZ

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  1. Oh boy, I am 1/3 through book 2 and I hadn't yet heard negative criticism of the series. You all are opening my eyes to some stuff that I had ignored I do enjoy a lot about this series, and I'll try to capture that in a post after I think a bit.
  2. [RELEASED] The Octopus Affair

    There is an Invert option: if you hit Esc or Start/Options, it pulls up controls, and you can use the arrow keys to change sensitivity and inversion on the camera. Thanks for playing
  3. [RELEASED] The Octopus Affair

    Finally released this game I was having trouble getting it to build (my first time in Unity 2018 was not a smooth time :()
  4. [Released-ish] The Fresno Experiment

    I am very excited to try this game
  5. [RELEASED] The Octopus Affair

    Stautus update: Last weekend Caleb and I hooked together all our work. We now have an octopus inside the aquarium. Separately, I added a time slow and zoom to the left trigger, and a pulsed dash to the swim: Next I added grabbing and throwing: After that I added a spear object and started throwing it, and I added grab/throw to both a left and right arm - our octopus can hold two objects at once. HOWEVER... you'll have to take my word for it because I didn't capture any gifs, and once I dropped the octopus into Caleb's aquarium, I realized that those features of mine were so underdeveloped and lacking art that they wouldn't add to the experience (which we have to wrap up tonight, June 29, before showcase weekend). -We did all that last weekend, and I didn't find any personal time to attack this project again until today, so the following is two hours of work this morning lol- Here is the octopus in the aquarium and my first attempt at adding rigidbody motion to it (before I'd just been manually adjusting the transform). I want RB physics only because I want collisions - I am still pretty strict with the actual physics of the octopus controller. I forgot to mention that I added passive camouflaging to the octopus. In the gif above, you can see that my immediate RB implementation is terrible - the creature is rotating out of control, and during the pulse swimming you can see the RB and manual transform adjustments fighting each other every frame (notice the jittering - that's unintentional lol). So! I did a movement polish pass and got something smoother, and then I added a smarter camo system that will only camouflage the octopus when it is near static environment art (1m distance or so) and moving below a speed threshold (meant to represent slow movement). Here is a gif of those two features: You can still see that the rotation is nasty - there's nothing scripting octopus orientation except those pulse dashes, where the whole transform orients in the direction of the camera. So I added a tiny bit to OnCollisionStay that will rotate a walking octopus normal to the surface with which it is colliding, and you get movement that is far more pleasant to watch What you don't see in all this is that the octopus is constantly alerting fish of its presence when it's not camouflaged, and the fish are becoming scared and fleeing. You don't see it because I think our "flee" logic is a bit broken right now, but I think it'll be a simple fix to make those fish dart away from a scary predator. The last bit I absolutely want to add to the project (before tonight) is subduing/eating fish. We already have the movement and camouflaging/stealth that we need to fill out most of the hunting experience, so I am hoping that eating fish will tie it together.
  6. [RELEASED] The Octopus Affair

    Caleb has added meshes to all the fishes 🐠🐟🦈
  7. [RELEASED] The Convergence Compulsion

    lol you do not have to apologize to the guy whose character model is this: about riffing on Blendo Games
  8. [RELEASED] The Convergence Compulsion

    so much Brendon Chung in this game. I absolutely love it.
  9. [RELEASED] The Convergence Compulsion

    woah, that is a gorgeous feature. Great job
  10. [RELEASED] The Convergence Compulsion

    I am always impressed when gameplay develops with purely greyboxed assets. Great job, lol, this looks like a real game
  11. [Released] Welltris and Wetrix (and Wordtris)

    This looks so cool!
  12. [RELEASED] The Octopus Affair

    good idea Alright, the most basic animations are in - they're all a single frame besides the breathing, but they'll give me a sense of whether or not my movement dynamics are working well. Next step is to attach the camera to the head bone and see what it's like in first person.
  13. [RELEASED] The Convergence Compulsion

    Great dev log, great gifs!
  14. [RELEASED] The Octopus Affair

    So, the simplest way to do this IK arms rig is to make the chain length the whole arm, but that doesn't allow me to bend arms more than once, which is bumming my novice animator brain out. The result is arms like the gif below, in which I only have one major bend per arm. My octopus isn't as squiggly as I would like right now, but it's probably as complex as I should make it for a two week game jam. Also, I made the head floppy and put breathing into the idle animation, but this is a first person game lol so I don't know how much of that the player will see. Similarly, octopuses seem to be able to look in 360 degrees - the crawl in any direction, they swim in what looks to me to be a backward configuration, so I have no idea right now how I am going to map camera control to body movement. I think it will be a fun design problem. Caleb has refined his fish and continued building our aquarium tank. His work continues to be the most impressive part of our game
  15. [RELEASED] The Octopus Affair

    getting somewhere with this octorig