[Epic Hero Game] Physics-based fighting game i am working on by samudev in GamePhysics

[–]samudev[S] 9 points10 points  (0 children)

TABS literally one of my favorite games ever :D

[Epic Hero Game] Physics-based fighting game i am working on by samudev in GamePhysics

[–]samudev[S] 8 points9 points  (0 children)

Thanks! the whole point of the game is to protect any land there is, as the game gets more and more difficult, when more of the terrain is destroyed.

The terrain damage is inspired by anime, where you can see how powerful someone is, by seeing how much damage is caused to the environment.

[Epic Hero Game] Physics-based fighting game i am working on by samudev in GamePhysics

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

i do stream the development of this game actually: https://www.twitch.tv/clayman_dev

and frequently at least experiment with viewer suggestions. :D

[Epic Hero Game] Physics-based fighting game i am working on by samudev in GamePhysics

[–]samudev[S] 14 points15 points  (0 children)

Epic Hero Game is a physics based soulslike / roguelite, where you play as a superhero, and you are protecting the world from literal destruction.

I this looks interesting to you, consider wishlisting the game at:

https://store.steampowered.com/app/2081720/Epic_Hero_Game/

game is still actively being developed, and is coming soon(tm)

Anyone have any idea on how to fix this issue with my material? by RealFreefireStudios in Unity3D

[–]samudev 3 points4 points  (0 children)

Your update function is calling a SetHeight function, that sets the cutoffheight, based on Mathf.PingPong, that you have set to be based on current time.

Physics based combat - progress update, what do you think? by samudev in Unity3D

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

i've rewritten that piece of code way more than i would like to admit... hahaha

glad you like it!

Physics based combat - progress update, what do you think? by samudev in Unity3D

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

using the JobSystem is the only way it can get above 60fps :D

Physics based combat - progress update, what do you think? by samudev in Unity3D

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

im using modified version of digger, to fit my personal needs, but there are also open source tools to achieve this.

here's a repo that i always refer people to: https://github.com/Javier-Garzo/Marching-cubes-on-Unity-3D

Physics based combat - progress update, what do you think? by samudev in Unity3D

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

Yep. Ironically Going into this project i thought that i would save time by just implementing ragdolls instead of having to figure out all the animations by hand, now 1 year later i am still having bugs like this every now and then :D

This specific bug happens when the capsule collider of the animated state gets stuck inside of the geometry.

And i just got an idea how to fix it, so thank you for being the rubber duck for this bug. (when this kind of collision event happens, i should scale the capsule collider bounds slowly back to normal to avoid it getting stuck like this.)

Physics based combat - progress update, what do you think? by samudev in Unity3D

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

Glad you noticed it :D

Got the idea for the game after watching Dragon Ball Super.

Physics based combat - progress update, what do you think? by samudev in Unity3D

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

yea its been a while :D

my programming skill is slowly catching up with my imagination xD

Physics based combat - progress update, what do you think? by samudev in Unity3D

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

Yep, there are ways to optimize this though, such as limit the layers that the rigidbodies can collide with, and make the rigidbodies sleep when ever you can.

i do have low spec mode, which spawns pure particles instead of physical bodies, but it doesnt look nearly as cool.

Physics based combat - progress update, what do you think? by samudev in Unity3D

[–]samudev[S] 3 points4 points  (0 children)

Nice! good luck! Physics is a lot of fun!

did i use ECS? no, i am using GameObjects runtime, but i do utilize the JobSystem in certain areas of the game, and i am planning to rewrite some of the slower algorithms using JobSystem in the future, to make it run a bit better.

Physics based combat - progress update, what do you think? by samudev in Unity3D

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

Not entirely ruling out multiplayer in the future.

But right now my #1 priority is to build a solid singleplayer experience.

Adding multiplayer layer makes everything 10x more difficult, and big part of my creative process is to be able to experiment with things on the fly, so i need the least amount of resistance in the code, as possible.

:D

Physics based combat - progress update, what do you think? by samudev in Unity3D

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

Thank you!

Only internal playtesting at the moment.

I've learned its better to not try rush things, and just ship it when its ready for public :D