Jump to content
  • Advertisement

Unity Weekly Updates #28 - Little "Accidents"



Why hello there! And welcome to this 28th iteration of this Weekly Update blog!

This week, I'm gonna be honest, doesn't really have ground-breaking changes. Instead, it's a mix of refactoring, balancing, bug fixing and refinement... 

So this is gonna be a short and sweet one. No complex algorithm I promise!

Liquid updates

First, I've refined most liquid floor that I've mentioned in my previous update.

Now, most non-water liquids have distinct waves patterns and particles. this means that we can safely identify a liquid more easily than before.

Here's a look at the liquid nitrogen, for example:

Better bridges

Secondly, I've also refined the bridges of the Island floor configuration.

It was previously very blocky and not really bridge-like.


So I've decided to remodel the basic bridge square to make it look more "bridge-ish".

Then I've also decided to reuse my liana algorithm to displace the generated bridge's vertices so that it follows a catenary curve. This gives the authentic suspending bridge look.

Aside from that, I've also added poles, rivets and ropes to reinforce the bridge look.


Room Anchors

Another really important thing is that I've dynamized the room anchor points.

This way, Island patterned rooms will have their central anchor updated so that it actually uses the actual center of the island. This makes props much more aligned and believable.


Next up, I've also changed cracked walls so that blowing them up actually makes a hole instead of removing the wall completely.



Finally, I've updated to the game's enemies. Just to recap, I'm using Unity's NavMesh Implementation to move my enemies around. It was pretty good, and paired with a proper behaviour tree it works wonders.

However, it meant that no matter what the agent won't go out of the navmesh. Effectively this meant that there were no possible ways for the player to push AIs into chasms. 

Pretty boring if you ask me.

So I've decided to temporarily disable the NavMeshAgent component of my AIs when they get pushed. This way we can use rigid bodies to push them instead.

Then I've first split the problem in two.

First one was that I wanted AIs to actually be able to "get back up" from a non-lethal push (like into water and stuff).

Then there's also the case in which I want the AI to die. (like in chasms)

To fix the first problem, I've decided to use NavMeshLinks to link two different areas together.  It was pretty easy to change the map generator code to include this, and it works wonderfully.

The second one was a bit hard to implement, mainly because it required NavMesh raycast in the update loop. I'm not a fan of this, but right now it works.

Here's a video showing enemies getting pushed in a chasm:

And here's some getting pushed in a poisonous lake:

Minor Updates

  • Fixed a bug with the Inputs bugging out if the mouse movement was too big
  • Fixed bugs with my floor marching cube algorithm.

Next week

Oh wow, look at the time! 

We're getting close to my "playable demo" deadline! 

The next couple weeks won't be feature heavy. I only need to fix bugs, optimize some stuff, refactoring and also coming up with some kind of demo mode. After that, you'll be able to get your hands on some kind of demo.

After that's done it's gonna be the usual suspects: Modeling, enemies, capacities, relics and so on.

There's also some game designing that needs to be taken care of. There's a particular aspect of the game that has been boggling my mind for a while, and I just need to get things straight.


Recommended Comments

This is great!

I like how poisonous water has little skull and crossbones coming out of it for UX. That's a great idea!

You know what would be cool? If an enemy when pushed off a ledge had a chance to grip the edge of the ledge with both hands, action movie style and start to pull themselves back up again, but only if they have enough health to hold on and only if the velocity is low enough to grab the edge?

I like what im seeing!

Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • What is your GameDev Story?

    In 2019 we are celebrating 20 years of GameDev.net! Share your GameDev Story with us.

    (You must login to your GameDev.net account.)

  • Blog Entries

  • Similar Content

    • By DIM DAWN Studios
      The wait is over
      You are awakened from a dream.
      You don't where you are or who you are. But the only certain thing is;
      You have to go forward.
      On your journey to Akimon you will face many obstacles in many forms.
      But before you can beat the challenge ahead
      You'll have to use your reflexes and determination in order to avoid death.
      But none will be harder than the most fearsome of them all.
      To Akimon is a game based upon one mechanic only.
      You will have to rely on your reflexes in order to progress.
      The game tries to maintain a minimalistic voxel-esque visual style 
      while also accompanying you with a soundtrack inspired by 8-bit and synthwave music.
      You can find more information about TO AKIMON and us here!
      You can purchase TO AKIMON here!

      SS 6.bmp
    • By Brain
      Someone should call health and safety and let them know about the many violations caused by this bot.
    • By intenscia
      mod.io is an open platform for hosting mods created by the team behind ModDB.com and IndieDB.com. It can be integrated in-game using the  REST API, C/C++ SDK or engine plugins (if available) Unity is ready and Unreal Engine is in development.
      Features include:
      Platform agnostic (support 1 click mod installs on Steam, Epic Games Store, Discord, GOG, itch.io and even consoles in the future) Clientless (mod.io has no other dependencies and works behind the scenes in your game) Embeddable web app UI, so you can integrate your mod community anywhere Powerful search, filtering and tagging of mods Moderation and reporting systems built-in Steps to getting mod.io integrated:
      Add your game to our test environment or production Read our API documentation for an overview of how mod.io works Choose an Engine Plugin, API or SDK to integrate mod.io into your game and mod making tools Ready to launch? Add your game to our production environment then let's discuss promoting your release Need help? Our team is available on Discord to assist and our getting started guide has more information for you Benefits of using mod.io:
      mod.io offers the same core functionality as Steamworks Workshop (1 click mod installs in-game), plus mod hosting, moderation and all of the critical pieces needed. Where we differ is our approach to modding and the flexibility a REST API offers. For example: 
      Our API is not dependent on a client or SDK, allowing you to run mod.io in many places such as your homepage and launchers Designing a good mod browsing UI is hard, our plugins ship with a UI built in to save you a lot of effort and help your mods stand out We don’t apply rules globally, so if you want to enable patronage, sales or other experimental features, reach out to discuss Our platform is built by the super experienced ModDB.com team and is continually improving for your benefit Your community can consume the mod.io API to build modding fan sites or discord bots if they want Large studios and publishers:
      A private white label option is available to license, if you want a fully featured mod-platform that you can control and host in-house. Contact us to discuss.
      Find out more:
      Visit mod.io | About us | Add your game | Chat on Discord
      These screenshots are from our Unity plugin:

    • By Nick Griffith
      I'm building an innovative 2d platformer game, more on that later probably.
      I've created basic mechanics, some basic enemies, wall jumping platforms and the like. But I just need MORE to fill my levels with.
      Could you guys give me ideas for enemies, items, mechanics, basically anything(art would be appreciated, but I just need ideas)
    • By kenBlade
      hi all, just wondering if I could get your tips or insight on a specific gameplay and animation question I've had for a long time:
      For tennis games and other games involving hitting fast moving objects, what would be a good way to avoid mishits like in this video? (Far side 0:50s and 0:58s)
      (watch in .75 or .5 speed for even more clarity)
      This is quite a common visual bug for tennis games as I assume the devs didn't have time to polish, but I want to make sure I plan and code for my tennis game to avoid this kind of blemish.
      I'm assuming the fix would involve some kind of IK solution and maybe target matching to get the hitting animation to line up with the correct hit "pose".
      Any advice for a Unity beginner like me would be super appreciated 😃

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!