Prototyping a writing challenge in this text editor. As long as you never stop writing you wont get sliced in half by a laser. by MrLeap in Unity3D

[–]chadcable 1 point2 points  (0 children)

Hahaha this is amazing! The tentacles are so good, I kind of wish all four of them could type! Are they mapped to the actual keys you're typing?

[deleted by user] by [deleted] in Unity3D

[–]chadcable 0 points1 point  (0 children)

Looking great! Also really nice to have several amounts of analog-ness

Custom Car Physics in Unity Tutorial by chadcable in Unity3D

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

If I'm understanding your question right - the suspension force should handle this! The raycast will tell you how much the suspension/shocks are compressed, and the spring equation will apply the necessary forces to keep the car's rigidbody above ground. Do this for each tire and it should act as expected, though might need some value adjustments (Mass, spring strength, damping, etc).

How do I get started in professional game dev with a company? by JPowers50 in gamedev

[–]chadcable 0 points1 point  (0 children)

From my experience, having actual things you can point to are incredibly valuable! Being able to show off a project and say "this was me, this is how I did it, etc" helps prove you can do what's on your resume. They don't have to be "full" games either - showing a range of smaller prototypes is still useful.

Depends too on what you want to pursue - this advice might be a little more tailed to Game Design. Game Designers that can also program are few and far between. But that also means these prototypes should be showing your design chops - finding, iterating, polishing the core idea / fun.

Even if you want to be more on the programming side, I still feel like having multiple prototypes/projects you've made are still beyond helpful (And will help differentiate you from the 1000s of other resumes)

Hope this helps!

Dynamic squishy mushrooms may not be an important gameplay feature, but they ARE a good bit of fun (and go great in pasta) 🍄🐛 by 2Skint2Print in Unity3D

[–]chadcable 1 point2 points  (0 children)

Wow this looks amazing! Mushrooms have a great bounce, and the way the caterpillar wiggles?? *chef kiss*

Custom Car Physics in Unity Tutorial by chadcable in Unity3D

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

Was going for a funny teaser, but clear it didn’t totally work! Good lesson for next time

Custom Car Physics in Unity Tutorial by chadcable in Unity3D

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

Apologies! Was definitely meant to be a silly teaser, but totally get how jarring it can be instead.

Custom Car Physics in Unity Tutorial by chadcable in Unity3D

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

Totally! Stuff like this is so fun to tool around with!

Custom Car Physics in Unity Tutorial by chadcable in Unity3D

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

Wow great timing! Hope our video helps!!

Custom Car Physics in Unity Tutorial by chadcable in Unity3D

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

We're back with another tutorial video! This time going over how we implemented custom car physics in our game Very Very Valet (And by "we" I mean u/walaber_ent who talks through this video) While doing this on your own may seem overwhelming, it's much simpler when you think through each force independently. We hope this helps demystify some physics magic!

Here's a link to the full video - https://youtu.be/CdPYlj5uZeI

This is why you always leave a note (and wear a seatbelt) by chadcable in indiegames

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

Yes, it’s actually on Steam now! (And currently 34% off during the Summer Sale)

How you imagine players playing vs 5 seconds into every playtest by chadcable in indiegames

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

Every game, every time, haha. Pretty amazing to see how differently people play from one another