This is a wonderful bit of technical work. It's a pretty traditional virtual pet game but the effort you put into the AI and procedural animation is clear.
Like you mentioned on the game page, there isn't too much to do right now. I think this works great as a little tech demo or prototype for the base of a larger game but as it stands it doesn't have too much that is particularly stand out. The fact that you were able to make what you did in a week is very impressive but some times it's important to think about what is going to be the most interesting result instead of the most technically realized result.
That's not to say this isn't a good project or that you should've worked on something else but I do think you should think about what's going to be a little out of the box. Just a single unique feature would go a long way to really ingrain this in my mind.
Hi Nate, I decided to leave a comment here instead of the play page because I saw your conversation with Cooper. I did immediately notice the technical effort you put into this. I've done a similar thing but only via the animation function that Blender has to offer, but limitations such as no physical integrations will apply in my approach. When I saw your spider's leg has physical attributes, I'm in tears.... I hope you see this. Can you share a youtube tutorial or webpage that leads you to this point? Or just talk through the basic workflow to keep my mind unblown! Again, INSANE work! - Frank
Thank you so much! Honestly the limits of the pathfinding prevent you from seeing just how awesome Inverse Kinematics can look, and I wish I could've gotten the organic movement that's possible when the movement is fully physics based.
For just inverse kinematics and the algorithm I used:
It must be a lot of works to implement those 3d arts in one week. But you did a great job on making the games had a retro feeling, which reminds me of seaman by SEGA(go check it out. )
However, I must say that the mechanics in the game are incomplete, the feedback of feeding the spider is not strong enough.
Thanks for the feedback! I agree about it feeling incomplete, I didn't have time to implement everything I wanted. There are actually only 2 animations in the entire game, a blinking animation, and a death animation. All the other movement is procedurally generated. You may notice that the spider's legs adapt to different heights - that's because it needs to actually physically touch the ground to move.
Comments
This is a wonderful bit of technical work. It's a pretty traditional virtual pet game but the effort you put into the AI and procedural animation is clear.
Like you mentioned on the game page, there isn't too much to do right now. I think this works great as a little tech demo or prototype for the base of a larger game but as it stands it doesn't have too much that is particularly stand out. The fact that you were able to make what you did in a week is very impressive but some times it's important to think about what is going to be the most interesting result instead of the most technically realized result.
That's not to say this isn't a good project or that you should've worked on something else but I do think you should think about what's going to be a little out of the box. Just a single unique feature would go a long way to really ingrain this in my mind.
Funnily enough this actually is a prototype for a larger game :) https://nwlsmith.itch.io/terry-the-spider-simulator
Hi Nate, I decided to leave a comment here instead of the play page because I saw your conversation with Cooper. I did immediately notice the technical effort you put into this. I've done a similar thing but only via the animation function that Blender has to offer, but limitations such as no physical integrations will apply in my approach. When I saw your spider's leg has physical attributes, I'm in tears.... I hope you see this. Can you share a youtube tutorial or webpage that leads you to this point? Or just talk through the basic workflow to keep my mind unblown! Again, INSANE work! - Frank
Thank you so much! Honestly the limits of the pathfinding prevent you from seeing just how awesome Inverse Kinematics can look, and I wish I could've gotten the organic movement that's possible when the movement is fully physics based.
For just inverse kinematics and the algorithm I used:
and And to get the legs to move like that, and work with physics based movement, I just followed the tutorials in these posts:https://www.reddit.com/r/Unity3D/comments/fqabkx/i_tried_to_explain_procedural_a...
https://www.reddit.com/r/Unity3D/comments/fuj4sy/i_tried_to_explain_hoverboard_p...
Good luck!
Thanks for sharing :) I have no idea you can do IK like that! I learned a lot today!
Great game and great animations!
It must be a lot of works to implement those 3d arts in one week. But you did a great job on making the games had a retro feeling, which reminds me of seaman by SEGA(go check it out. )
However, I must say that the mechanics in the game are incomplete, the feedback of feeding the spider is not strong enough.
BTW, the ai system is very nice.
Thanks for the feedback! I agree about it feeling incomplete, I didn't have time to implement everything I wanted. There are actually only 2 animations in the entire game, a blinking animation, and a death animation. All the other movement is procedurally generated. You may notice that the spider's legs adapt to different heights - that's because it needs to actually physically touch the ground to move.