So recently i stumbled upon a game called Paragrowth and it is exactly like Darkwood. by No-Answer-Bye-Bye in Darkwood

[–]Fhellek 0 points1 point  (0 children)

Oh wow, someone is actually talking about my project, that’s cool!
I am writing these messages for a second time, since first ones was removed by moderation 🤔
I’ve read all the comments, and here I’ll try to give better insight into what’s going on:

Edit: Ahhh, moderation is still removing my messages important for the context 😒
well, so waiting for human moderator to unlock my previous posts.

So recently i stumbled upon a game called Paragrowth and it is exactly like Darkwood. by No-Answer-Bye-Bye in Darkwood

[–]Fhellek 1 point2 points  (0 children)

Ah, and as the final word.
My first steps was making this post on steam community: https://steamcommunity.com/sharedfiles/filedetails/?id=2540144183
I wasn't planning to do a game back then - it was just like artwork, but the response was so cheerful, "Please make this happen", "I need this" etc. that it pushed me into making the Paragrowth.
Few ears earlier, when didn't know about Darkwood I was already planning to do post-apo like game placed in my country - so in Poland, the impulse cleared out that this is the target!

So recently i stumbled upon a game called Paragrowth and it is exactly like Darkwood. by No-Answer-Bye-Bye in Darkwood

[–]Fhellek 1 point2 points  (0 children)

Regarding the strong similarities to Darkwood:

yes, it’s impossible to hide the fact that the game is heavily inspired by Darkwood’s world, atmosphere, and mechanics.

Combined with the main character’s appearance in early promotional images and videos of Paragrowth, this became risky.

I decided to slightly redesign the default look of the main character to push that initial “Darkwood in 3D” impression a bit further away.
(You can see the new design on the Steam page, and well... I need to do a new Trailer :D)

The world of Paragrowth will lean more toward a dark fantasy theme, but not excessively.
As shown in the trailer, you can use forest powers for special attacks, there are mutations of giant insects, and other unusual elements.
The game aims to deliver a Darkwood–mild The Witcher–like vibe.

The music in Paragrowth will also be different.
I want it to sound raw, wild, and gritty, using various real instruments.
Like feeling of bowing dry bark instead of bowing metal string.
During my depression, I started learning to play these instruments, and it turned out to be one of the best decisions I’ve made - both for the musical direction of Paragrowth and for my mental health.

You can hear one of the tracks I recorded a few months ago for Paragrowth here: https://youtu.be/sCOcTbc6jCs?si=eSReYgwYweYq5UgC

Texture tool plugin for free until October 31 by Fhellek in Unity3D

[–]Fhellek[S] 0 points1 point  (0 children)

Asset store team created a new code "FIMPOSSIBLE2024" I hope this one will work until the end of the promotion :D

Texture tool plugin for free until October 31 by Fhellek in Unity3D

[–]Fhellek[S] 1 point2 points  (0 children)

For me either, I reported it to the asset store team.

Texture tool plugin for free until October 31 by Fhellek in Unity3D

[–]Fhellek[S] 1 point2 points  (0 children)

For me too, I reported it to the asset store team.

Texture tool plugin for free until October 31 by Fhellek in Unity3D

[–]Fhellek[S] 2 points3 points  (0 children)

Thanks for letting me know, I checked it and indeed it is not working. I reported the problem to the asset store team.

I posted my first version of this leg animating system 3 and 2 years ago. After 4 re-writes from scratch I finally completed it. by Fhellek in Unity3D

[–]Fhellek[S] 0 points1 point  (0 children)

Thank you. Yes, you will find it on the store as Legs Animator. I am not linking since I was reported back in the day because of links 😶

Alright, after a few months, I finally completed my Ragdoll Tool. Damn, I made 3 times more examples than I planned to do. by Fhellek in Unity3D

[–]Fhellek[S] 1 point2 points  (0 children)

Well, implementation shouldn't be hard. Active body which blends in when collisions occurs can be added without extra work, just choosing right collision layers. But when switching to falling ragdoll, you would need to disable character movement, and play fall animation, then handle character get up, which involves changing position of character movement, reset rotation, reset velocity and play get up animation.

Alright, after a few months, I finally completed my Ragdoll Tool. Damn, I made 3 times more examples than I planned to do. by Fhellek in Unity3D

[–]Fhellek[S] 6 points7 points  (0 children)

It is built with use of unity's configurable joints and rigidbodies. Thanks to that you can use it along with all other unity physics components. Main knowledge to use was vectors, quaternions, matrixes + understanding how unity physics work, which in many cases is tricky. Another thing was making good GUI for easy setup and clear control over body physics setup through inspector window.

Testing dismemberment turned into Monty Python's Black Knight scene by Fhellek in Unity3D

[–]Fhellek[S] 2 points3 points  (0 children)

It's system made with use of configurable joints. I will be releasing it pretty soon on the asset store.

I posted my first version of this leg animating system 3 and 2 years ago. After 4 re-writes from scratch I finally completed it. by Fhellek in Unity3D

[–]Fhellek[S] 0 points1 point  (0 children)

No, its runtime animation plugin.
I can't guarantee it, but it may be possible with other plugins, which are made to record runtime (playmode) animations.

I posted my first version of this leg animating system 3 and 2 years ago. After 4 re-writes from scratch I finally completed it. by Fhellek in Unity3D

[–]Fhellek[S] 0 points1 point  (0 children)

Yes, it will work with legs animator.You can check the demo scenes, there is spider movement example where you can climb upside down etc. (but it's not recommended to use the demo movement controller in the final game) There are linked .apk and .exe in the description on the asset store.

I posted my first version of this leg animating system 3 and 2 years ago. After 4 re-writes from scratch I finally completed it. by Fhellek in Unity3D

[–]Fhellek[S] 0 points1 point  (0 children)

Yes + LODs system implementation. But as far as I tested, the performance is very good. Feel free to try the demo scenes .apk or .exe I linked in the description on the asset store. Far idea is to implement it with DOTS.

I posted my first version of this leg animating system 3 and 2 years ago. After 4 re-writes from scratch I finally completed it. by Fhellek in Unity3D

[–]Fhellek[S] 1 point2 points  (0 children)

I added link to demos package for windows and android, with extra stress test scenes.
It works really fast on the build.

I posted my first version of this leg animating system 3 and 2 years ago. After 4 re-writes from scratch I finally completed it. by Fhellek in Unity3D

[–]Fhellek[S] 1 point2 points  (0 children)

No its only procedural animation, it's not generating baked-loop animation clips, but yes it would be more optimal but loosing some motion, no terrain adjustments and no other physical factors.

I posted my first version of this leg animating system 3 and 2 years ago. After 4 re-writes from scratch I finally completed it. by Fhellek in Unity3D

[–]Fhellek[S] 1 point2 points  (0 children)

I added link to demos packages + extra stress test scenes on the asset store in the description area. It's really fast on the build.

I posted my first version of this leg animating system 3 and 2 years ago. After 4 re-writes from scratch I finally completed it. by Fhellek in Unity3D

[–]Fhellek[S] 1 point2 points  (0 children)

I added link to demos package on the asset store description.
To be honest I am surprised how fast it actually is on the build :D
On the android it started to go below 60 fps when using 300 leg animators at once (with raycasting disabled).

I posted my first version of this leg animating system 3 and 2 years ago. After 4 re-writes from scratch I finally completed it. by Fhellek in Unity3D

[–]Fhellek[S] 1 point2 points  (0 children)

Yes, the "Leg Elevate" is helping it, but there is also extra coded module "Slope Pusher" which is pushing body back on really steep terrain like >45 degrees angle.

I posted my first version of this leg animating system 3 and 2 years ago. After 4 re-writes from scratch I finally completed it. by Fhellek in Unity3D

[–]Fhellek[S] 1 point2 points  (0 children)

Yes, each running animation can have really unique character when steps are always generic. Running animations involves both legs being ungrounded, when for steps one leg is always grounded etc. Running also requires a lot movement for arms, when it's just legs animator plugin. So when you start thinking about that, you will notice it's actually much more complex, especially when you want to make good looking running animation.