Creating a Digital Puppet: Concept

Hey, it’s been a while, started university blah blah who cares. Anyways, LETS GET SOME CODE DONE Well… First I should probably lay out a concept or this project will never get finished (I have an amazing track record of unfinished stuff). Here’s what I want to do, laid out in detail: Able to controlContinue reading “Creating a Digital Puppet: Concept”

Devlog 9 – Networking Nonsense [0] (NetworkManager)

Its time to do something I’ve been dreading for a while. Of course we want the game to multiplayer, and that means that I have to learn and implement networking. I’ve accomplished quite a bit in the past few days, so I’ll start these devlogs with smaller but more in-depth segments. Today’s is on theContinue reading “Devlog 9 – Networking Nonsense [0] (NetworkManager)”

Devlog 8 – Lava Shader and The Calm Before The Storm

Lets talk more shaders! The next set of updates are gonna be RIGHT MASSIVE, so I’ll make smaller updates while I’m working on the new content. I’m not particularly happy with the way the magma looks, so I’m going to create a new shader and particle effects to really make it look like lava. OfContinue reading “Devlog 8 – Lava Shader and The Calm Before The Storm”

Devlog 7 – PC Player Health

Today I worked on implementing the UI and damaging ability for the PC players. Health is actually very simple, its just a number that represents how much life the player has left. In this case, I’ve set the players maximum health to 100, this is how much they start with. Then, when the player isContinue reading “Devlog 7 – PC Player Health”

Devlog 5 – PC Player Improvements

While my codeveloper made the basis for the PC player controller, I want to make some changes so that we can better make use of physics. As you may see from this video demo with moving parts, the player controller doesn’t work like it should. We spent a long time fine-tuning it to feel greatContinue reading “Devlog 5 – PC Player Improvements”

Devlog 2 – The VR Player [2]

In this Devlog, I’ll be discussing the VR players abilities, and their implementation. The VR player will have a myriad of abilities to select from for causing mayhem in the scene. Ideally I would like over a hundred abilities, so the code I write now should be robust enough to allow for quick implementations ofContinue reading “Devlog 2 – The VR Player [2]”