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General idea is that my character is active ragdoll driven by about 30 rigidbodies connected by many different joints and tricks. I spend many days tweaking the numbers to get to the nice and smooth movement. Giving the code will not help anybody because code is just target velocity/ drivers/spring patterns for different situations. Everything is driven by Unity joints physics so I would need to release the whole package with a character ... and I dont want to do it because I want to use it to make something bigger in future. 

Now you have my attention

What makes it different from Unity's ragdoll? I am just curious.

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He is standing, walking, jumping, punching, grabing things and couple more via quite standard gaming input (WSAD, space, ctrl, shift) and still fully physics based so every body part react to environment like a ragdoll. 

And not only the reaction, but all movement is also physic based?

That would be quite neat and reminds me of the "Flexibla Muscle-Based Locomotion". You can watch it on YouTube, if you don't know what I mean.

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all movement is physics based. It hard to explain in one post. Check metallcore999 on YouTube, his active ragdoll is similar to mine. He was my inspiration in this project.

Edit. I know Flexibla Muscle-Based LLocomotion, but its different approuch. Their system is complex, and I dont think it is game-ready. I made couple shortcuts because I wanted system suitable for games not to brag on YouTube ;).

Anyway. I hope I will be able to finish the build til sunday so you can test it on your own... For now I'm sick and laying on the bed so I didnt even start yet :(

That sounds really nice, but not your sickness of course.

Looking forward to it.

I manage to recreate my system (basically I spend one day just coping all numbers from project to project - so I guess it's fair, because I wasted one day ;) )
If you want to check it - it's there (don't forget to rate it tomorrow) 

https://bigreengames.itch.io/ragedoll

I will have a look at it during the rating time. We will probably have two weeks for rating as we had in the Game Jam before.

Now I have to finish the project of myself. Will be a close call before deadline.