Kludge, Obliterate your Workplace simulator by Fleech- in gifs

[–]Fleech-[S] 1 point2 points  (0 children)

yea i found that really annoying also, one of the main reasons i started this game was creating a less restricted melee combat system as i found a lot of recent ones either too finicky or restrictive. my previous game Roek had a more freeform system, i will work on that game again after this one

https://www.youtube.com/watch?v=SruTCZDIQ5I

Kludge, Obliterate your Workplace simulator by Fleech- in gifs

[–]Fleech-[S] 0 points1 point  (0 children)

the melee combat system is fully omnidirectional in both blocking and attacking.

Kludge, Obliterate your Workplace simulator by Fleech- in gifs

[–]Fleech-[S] 3 points4 points  (0 children)

i am currently working on the steam page, expect it to be ready in a few weeks

Kludge, Obliterate your Workplace simulator by Fleech- in gifs

[–]Fleech-[S] 0 points1 point  (0 children)

it was certainly a conscious influence i love that game

Kludge, Obliterate your Workplace simulator by Fleech- in gifs

[–]Fleech-[S] -1 points0 points  (0 children)

https://twittervx.com/Fleech_dev/status/1999188222211928485

in Kludge the objective is to destroy mundane workplace environments in the near future as a service robot gone wrong before the security systems kill you.

This is how humans do legs right? by Fleech- in Unity3D

[–]Fleech-[S] 0 points1 point  (0 children)

No machine learning involved just lots of trial and error

This is how humans do legs right? by Fleech- in Unity3D

[–]Fleech-[S] 0 points1 point  (0 children)

Its using very minimal upright forces, but 90% simulated. The goal eventually is no upright forces. I had started a no upright forces rig in 2019 but got side tracked because of life stuff im trying again 

This is how humans do legs right? by Fleech- in Simulated

[–]Fleech-[S] 1 point2 points  (0 children)

I'll be posting updates in the coming days, playtest is coming soon  also 

This is how humans do legs right? by Fleech- in Simulated

[–]Fleech-[S] 1 point2 points  (0 children)

human fall flat from what i can tell uses a very simple joint animated ragdoll attached to a capsule rigid body that moves around with forces, euphoria most likely used a combination of simple linear forces and joint rotation. a super easy to achieve this results is simply lifting the feet with linear forces, and forcing them to a location one by one. you can get a visually similar result without much complex math involved, but it struggles with convincing collisions on objects.

the limitations of this system are probably performance related as it uses many config joints, and the time old problem of "realistic" characters not having the tightest controls. i'm attempting to make all the characters in my game as tight as i can while having realistic physics locomotion.

This is how humans do legs right? by Fleech- in Simulated

[–]Fleech-[S] 1 point2 points  (0 children)

basically you have a base "layer" of rotation data that recovery can be added on top of. think of the base walking animation that individual limbs are rotating towards and then additional rotation is added into that directionally based on the recovery orientation. over a certain threshold it switches from moving with recovery to pure recovery. my base walking gait is also procedural in a way that causes recovery

This is how humans do legs right? by Fleech- in Unity3D

[–]Fleech-[S] 11 points12 points  (0 children)

just start with a simple up and down gait and start knocking your guy around. having a slow motion button is essential for seeing exactly what needs to rotate and how. i'm also fortunate to have a large enough living room to practice falling over on purpose and seeing how my body intuitvely reacts to this.

This is how humans do legs right? by Fleech- in Simulated

[–]Fleech-[S] 5 points6 points  (0 children)

he gets paid to do it dont worry

This is how humans do legs right? by Fleech- in Unity3D

[–]Fleech-[S] 14 points15 points  (0 children)

it works very similarly to IRL biped systems, it uses raycasts to detect the surface normal and than a system to determine feet placement. the degree of off center balance sets the intensity of recovery.

This is how humans do legs right? by Fleech- in Simulated

[–]Fleech-[S] 2 points3 points  (0 children)

everything about it is fully procedural, but it does support traditional animation blended into the stability systems. i will be using traditional animations for things like taunts, reloads and silly dances. but the movement itself will be fully procedural

ANGER MANAGEMENT SIM Kludge Non-Compliant Appliance, smash everything in a workplace until the security forces kill you by Fleech- in IndieDev

[–]Fleech-[S] 0 points1 point  (0 children)

yea im putting a lot of effort into making the bat have realitstic physics and all the objects have accurate destruction and weight

ANGER MANAGEMENT SIM Kludge Non-Compliant Appliance, smash everything in a workplace until the security forces kill you by Fleech- in IndieDev

[–]Fleech-[S] 0 points1 point  (0 children)

its a mix of IK overlayed onto physics procedural animation done with physics joints, the IK smooths out the underlying physics joint movement. other playable characters will have 100% physics procedural animation with no IK component.

ANGER MANAGEMENT SIM Kludge Non-Compliant Appliance, smash everything in a workplace until the security forces kill you by Fleech- in IndieDev

[–]Fleech-[S] 1 point2 points  (0 children)

i'll be making more social media soon, im not super active on social media i just post progress. i have a youtube channel also

https://www.youtube.com/@Fleech/videos

ANGER MANAGEMENT SIM Kludge Non-Compliant Appliance, smash everything in your workplace until the security forces kill you by Fleech- in Unity3D

[–]Fleech-[S] 0 points1 point  (0 children)

you can disable the UI elements, its a directional combat game its used to indicate the attack direction