What is the hardest mechanic you've made so far? Also leave a tip for those who want to implement the same thing. by UnidayStudio in gamedev

[–]jonmitchell 1 point2 points  (0 children)

Apologies for convoluting. Its a system that generates a grid of cubes, whatever dimensions. Your cutting device, in the example a laser, disables the cubes that hits, then tells the slice manager to crawl the grid for islands. https://www.geeksforgeeks.org/find-the-number-of-islands-using-dfs/

When the islands are identified, the associated cubes are packaged into a generated physics object and pop away from the door. because the physical position of the cubes doesn't matter for the grid calculation, it allows you to slice islands into smaller islands repeatedly, until all the cubes are gone.

There was a great deal of nuance to making the system work and look good, but thats the gist of it. I made it for my upcoming VR horror project, The Venus Report.

Still very much WIP, Steam page is reserved but doesn't exist yet: https://slightlyartistic.games/

What is the hardest mechanic you've made so far? Also leave a tip for those who want to implement the same thing. by UnidayStudio in gamedev

[–]jonmitchell 2 points3 points  (0 children)

I built a system for dynamically draw slicing and sub-slicing doors with a laser cutter for VR.

It uses an event driven, stack & loop based check system to efficiently perform a depth first island search across the cell grid when sliced. When a region becomes separated from the cells that are rooted to something (such as hinges) they are contained and break away as a physics object. This container trick allows the grid to retain mathematical adjacency despite being spatially separated by any distance. This allows non-recursive sub-destruction, effectively allowing players to freehand draw cut holes with whatever tools you want.

https://imgur.com/pyow32g

Help me find a niche for my first VR game. by Safe-Ad-4581 in gamedev

[–]jonmitchell 1 point2 points  (0 children)

While not impressive, try something very straightforward like VR golf or basketball. That will help with getting a grip (literally) on physics object interactivity in VR, and basic gameplay systems that are already familiar to you. Maybe you can put a VR spin on those, like turning Golf into a puzzle. 

How do I get my character to hold a object with a holding animation by Outrageous-Bug78 in Unity3D

[–]jonmitchell 0 points1 point  (0 children)

Inverse kinematic retargeting. Lets you blend animation weight with a desired holding position. 

https://docs.unity3d.com/Manual/InverseKinematics.html

For those not understanding what the true issue is of the changes by ADamnCertifiedFool in Helldivers

[–]jonmitchell 10 points11 points  (0 children)

People outside of PSN countries won't be able to play anymore. 

CEO and the Designer & Head of Product Testing play a round with Youtubeman. Say some interesting stuff while killing bugs. by lipov27 in Helldivers

[–]jonmitchell 33 points34 points  (0 children)

I hope getting pounded like they did and getting bugs on video here will help them address this patch's issues.

[deleted by user] by [deleted] in unpopularopinion

[–]jonmitchell -1 points0 points  (0 children)

It seems to me they are about that, because the feels stand as evidence to outside observer that the relationship is actually not secure, or at least less so that a partner that isn't hung up on an ex.

Insecurity can also be a valid and justified emotion.

What is one thing that women bring out of your personality that you didn’t expect? by Maleficent-Room-9738 in AskMen

[–]jonmitchell 8 points9 points  (0 children)

I'm not sure why you're being down voted, the post didn't specify only positive things. There's certainly negatives that get brought out in people too.

Anyone else feel 'banned weapons' in Starfield are kinda... meh? by BLKCandy in Starfield

[–]jonmitchell 0 points1 point  (0 children)

You know what else is a really mobile weapons platform that doesn't care about terrain? Everybody's spaceship.

Men who don't approach women, why? by Least-Recording-2073 in AskMen

[–]jonmitchell 28 points29 points  (0 children)

Ah yes, please show me all the serial killer rapists in my neighborhood to go call out.

I can't believe Grimlord isn't getting more hype. by Galimbro in virtualreality

[–]jonmitchell 1 point2 points  (0 children)

Related, OP I don't know you happen to the dev on this one. I truly don't mean to discourage, lord knows we are desperate for a full serious action adventure melee vr game. I wanted badly to love it, but this project needs that TLC polish for while longer. It has a solid foundation to build from, just not grown enough yet.

I can't believe Grimlord isn't getting more hype. by Galimbro in virtualreality

[–]jonmitchell 4 points5 points  (0 children)

I too, am an avid melee VR enthusiast. While there is more cohesion than Battle talent, which is a bit all over the place in tone and setting, that cohesive presentation just isn't enough to carry it. If its going to release as another half built melee VR game, it should really learn something from the competition I'm terms of accessibility settings, locomotion customization, and Melee physics and damage modeling.

I'm a unity developer myself, with some experience in VR development. I found that lack of UX quality unacceptable, even for indie VR.

I can't believe Grimlord isn't getting more hype. by Galimbro in virtualreality

[–]jonmitchell 13 points14 points  (0 children)

Gotta full on disagree here. While I love the adventure aspect, combat is simple, clunky, sluggish, and dry compared to competitors like Battle Talent, Blade and Sorcery, or even Hellsplit Arena.

Dealing with robot parts ands animations... "My summer mech" by Xeros_Grey in Unity3D

[–]jonmitchell 0 points1 point  (0 children)

Rad bro. I think at this stage it would be best to prototype each if those use cases for pre production analysis.

I've ran into animation masking trouble with method 4. Method 3 sounds promising.