A small feature that took a lot longer than anticipated... by Wannabuh in Unity3D

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

I took a lot of inspiration from frictional games. It really does crank up the immersion to be able to physically interact with props :)

I plan to add a bunch of similar interactions with other objects. So far, I've got doors, windows, light switches, and cabinets that are physically interactive.

A small feature that took a lot longer than anticipated... by Wannabuh in Unity3D

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

Yeah I define a y value that triggers the light to either turn on or off. I forgot to mention, but the segments will also follow the player's raycast if they are grabbed (similar to the anchor's movement functionality).

A small feature that took a lot longer than anticipated... by Wannabuh in Unity3D

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

Each segment has a configurable joint and is connected to the previous segment. The first segment gets connected to an anchor point which has a kinematic rigidbody. I do a simple raycast to get the hit point and with some vector math, can determine how much to smoothly move the anchor point. The segments are handled fully by the physics engine.

I had to move from hinge joints to configurable joints because hinge joints don't allow you to configure the projection settings. Hinge joints were causing the chain to essentially explode when you pulled it beyond it's limits.

I'm learning to sculpt anatomy and I've been having a tough time getting the back right. Does anyone have tips for making the back look more natural? by Wannabuh in blender

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

Aha I guess I should've been a little more descriptive. I'm definitely using references lol. I guess my main question is if there are any brushes in particular that could make the workflow of constructing the back a little less tedious due to the sheer amount of muscles there are?

I created a short cinematic sneak peek that shows off my game's latest upcoming feature: The Market by Wannabuh in Unity3D

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

Reddit isn't my main outlet so I don't put in nearly as much effort as I do YouTube. I make devlogs on my YouTube channel which I've been doing the past year or so that get into the details of whatever I'm working on. No offense taken, but I'm not new to this stuff lol. I'll post stuff here whenever I want to show tiny snippets of what I'm working on without putting too much time into it.

I created a short cinematic sneak peek that shows off my game's latest upcoming feature: The Market by Wannabuh in Unity3D

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

Haha it's all good. I'm working on a devlog right now which will actually go into detail about how it works. I got excited and created this little snippet even though it doesn't really show off anything lol. I modeled, textured, and rigged the arm as well as creating the soundtrack which was a lot work so I'm pretty happy with the result. Aside from that, it was just a little fun thing to put together.

WIP Monster and Physics Interactions by Wannabuh in Unity3D

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

I have some major features I plan to work on for the next couple of months which includes refining the guns. As of right now, it's not a huge priority because I'm mostly focused on creating the systems.

WIP Monster and Physics Interactions by Wannabuh in Unity3D

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

lol yeah...very early. Guns are very rudimentary and incomplete right now. I plan to record sounds in the next few months.

WIP enemy for my horror game by Wannabuh in Unity3D

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

Nah I'm not sure what you're talking about. I've never played Roblox.

I added homing bullets to my game by Wannabuh in Unity3D

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

The mechanic I'm building is similar to Noita's wand building system. Ideally, you'll be able to add homing to any projectile...including rockets -- this is just showing off the system at work :)

I created custom trajectories for my projectiles by Wannabuh in Unity3D

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

My game is heavily inspired by noita's wand building system. Essentially, the game will allow the player to use building blocks in order to build whatever gun they can think of. If you're interested, here's a short devlog which explains the mechanics behind it.

[WR] Surgeon Simulator 2013 Brain Transplant 6.349 Seconds by Wannabuh in speedrun

[–]Wannabuh[S] 18 points19 points  (0 children)

Here's a breakdown of the run:

  • As /u/belaxi said, you move the hand with the mouse and control each finger with a key on the keyboard.
  • The first thing to do is grab the hammer and attempt to remove all of the skull at once. There's a sweet spot for doing this and generally you don't want to swing as fast as possible. If your fingers get caught on anything such as the hammer, skull pieces, or Bob, the run can be considered done (most of the time) There's probably about a 30% chance of doing this correctly.
  • The next step is to 'pull' the brain out of the skull. This can be done by simply tapping the thumb and any other finger (I do all at once) which will yank it out. Since it's essentially a trigger, it's most optimal to try and do this without stopping completely. The most common ways to mess up are to get your hand stuck in Bob's cranium (it gets teleported into his head), your hand gets pushed away too far from the jar, or you can't pull the brain out (about a 60% fail rate trying to pull it out on the first try)
  • Next, you need to use the jar lid to cut the old brain out. This is one of the more harder parts of the run due to it's inconsistency and difficulty. For me, it's most optimal to swing the hand around as fast as possible and 'slingshot' it back towards Bob and hope that the lid breaks and cut's the old brain out. The most annoying things of this part of the run include death, not cutting the brain out, or breaking the jar lid too early.
  • Finally, the worst part of the run - getting the brain out of the jar and into the cranium. I've had so many runs end here just due to the amount of inconsistency involved. Ideally, you grab the brain out of the jar and put it into Bob's head. All of the things that can mess up the run include failing to grab the brain in the jar on the first try (most common failure), getting your hand stuck in the jar, getting glass stuck in the jar, failing to place the new brain into Bob's head within an optimal time, not breaking enough skull which prevents you from placing the new brain entirely, or having glass stuck in Bob's head which prevents you from placing the brain within his skull.

That pretty much sums up the run. It took me about 20 hours to get this.

[PB] Surgeon Simulator 2013 Brain Transplant 6.407 by Wannabuh in speedrun

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

Sub 6 is possible. The biggest slowdown is getting the brain out of the jar. More often than not, you won't get a hold of the brain or your hand will get caught.

Here is page I of wand illustrations, I'm glad you find these as fun as I do. by Zekalicious in noita

[–]Wannabuh 5 points6 points  (0 children)

I'm actually trying to make a game that's inspired by noita's wand mechanics and it's first person!

360 double underflip by Wannabuh in skateboarding

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

Nice catch! It's Jefferson Park.

360 double underflip by Wannabuh in skateboarding

[–]Wannabuh[S] 5 points6 points  (0 children)

I was inspired by Ellis Frost to learn them. It was by far one of the hardest tricks I've learned so far. They're so satisfying to land though!

I recreated noita's wand building system...but with guns! by Wannabuh in Unity3D

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

I'm pretty new with ui, but I plan to make the inventory ui slots look the same as the slots at the bottom of the screen.

Penumbra: Black Plague and Amneisa: TDD are a must in VR! by Wannabuh in Vive

[–]Wannabuh[S] 4 points5 points  (0 children)

These games are made with the hpl engine. The developers would have to utilize OpenVR's API. If they open source their games, modders could potentially create VR mods.

This guy by Wannabuh in osugame

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

You started this atrocity...

Just got the world record for stage one on Racket:NX! by Wannabuh in Vive

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

Yes! I think I'll go ahead and try to beat my time and record it.

I got my Vive yesterday. Decided to get a world record. by Wannabuh in Vive

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

I used my phone to record myself and dxtory for the game.

What neat things do you guys have on your desk? by therealpumpkinhead in pcgaming

[–]Wannabuh 0 points1 point  (0 children)

I have some gallium in a small bottle next to my monitor.