henke on 31/5/2015 at 10:55
I usually upload my backups to dropbox. That way I can get it from any computer later on, and the NSA guys get some cool games to play too!
RE: nifflas. My first thought for a story/objective for a "droid exploring an alien planet" game was "his spaceship has crashed and he needs to find the parts to put it back together", immediately followed by "naah, knytt already did that".
Renzatic on 31/5/2015 at 16:14
Quote Posted by Fafhrd
The hard drive that had Thing 2 on it died last night, and my last backup was from some time in March. Not happy :(
Yeah, I know how that feels. I've had particularly bad luck with hard drives over the years, and have lost plenty of work because of it. It sucks the wind out of your sails, that's for sure, but from my experience, having to redo a bunch of stuff usually nets you better results in the end. So hey, silver lining.
And while you're doing all that redoing, save everything in Dropbox or Onedrive.
Quote Posted by henke
Thanks for the encouragement, and the ideas. "Putting something on top" has me thinking about about turning it into some kinda wheel droid (more Claptrap than Gizmoduck). Maybe a game about a little droid exploring an alien planet! I do like doing stunts in the current build but I'd rather just keep that as a fun movement mechanic rather than being the focus of the game.
I was thinking of a wheel cover, (
https://dl.dropboxusercontent.com/u/3018396/Bike_WIP.png) something like this. This way, you could still call it Tyre, and not be lying about it. :P
You know, I'm thinking about making a tire model for you. Problem is, I kinda suck at baking normal and heightmaps onto lower poly objects (this would make for a perfect excuse to learn, though), and...uh, Witcher 3.
edit: never did show off this (
https://dl.dropboxusercontent.com/u/3018396/Motorbike_WIP3.png) radial engine I started, but had to put on hold because my old computer was way too damn slow.
henke on 31/5/2015 at 17:25
NOPE. ROBOT!
[video=youtube;eM4DyPW_aoY]https://www.youtube.com/watch?v=eM4DyPW_aoY[/video]
That's today's progress.
Renz, I love your 3D models tho, and I'd be delighted if you wanted to make something for me. :D
Yakoob on 1/6/2015 at 02:18
Henke - interesting, I can see the potential in similar shenengians to the likes of physics and puzzles, katamari and Goat Simulator. But it's pretty basic at this point so hard to judge just yet.
Also, you should definitely increase the speed, it felt pretty slow and sluggish.
Quote Posted by Fafhrd
The hard drive that had Thing 2 on it died last night, and my last backup was from some time in March. Not happy :(
Ouch, my condolences, that suuucks. I've had my own losses in the past (including losing a whole week of 12hr days shooting a short film). You really ought to get into a habit of (multiple) backups or use an SVN.
Me, whenever I finish any dev session I automatically zip the whole thing with today's timestamp and put it on my external + upload to DropBox. You could probably write a simple batch or powershell script to do that too.
And I never delete old backups unless I'm running out of space, cause sometimes something messes up and you wanna re-check and old version. I recommend at least keeping a good daily backlog of 1-2 weeks, and monthly backup from start of the project.
demagogue on 1/6/2015 at 02:33
If he's going to have it in any way like stilt fella, the player should be very deliberate and careful, where every meter gained is a little victory, so it can't be too fast.
The faceplant is a pretty funny way to go down btw.
henke on 1/6/2015 at 05:43
Quote Posted by Yakoob
Also, you should definitely increase the speed, it felt pretty slow and sluggish.
That's not for lack of trying! The speed is just determined by the torque of the wheel, there's no extra force pushing it forward, it's just rotation and friction against the surface below. But no matter how much I increase the torque, turn down the drag, or increase the friction I still can't get the thing to go faster than it goes in the current build! :erg:
Renzatic on 1/6/2015 at 05:53
Quote Posted by Henke
The speed is just determined by the torque of the wheel, there's no extra force pushing it forward
Sounds like you've already got the answer to your problem. You need something acting as an engine, some force to propel the wheel forward from behind.
henke on 1/6/2015 at 07:36
Not sure I understand that. Why can't it just propel itself forward? I mean, it is propelling itself forward in the current build, but only up to a certain speed.
edit: maybe applying more downwards force as it speeds up might help? I think the issue is that it's not getting enough contact with the ground once it reaches a certain speed, since the mesh for the wheel is kinda rough(I can't make it too smooth or the Mesh Collider refuses to use it). Need to try this when I get home from work.
edit, much later: figured out what the issue was. The physics have default MaxAngularVelocity value which needs to be cranked up if you want things to rotate faster. However it's set quite low for a reason, the physics can behave a bit wildly if you crank it up too much. I managed to double the speed of the tyre but it also made for a quite bumpy ride!
Muzman on 1/6/2015 at 14:54
This is some demonic unicycle version of QWOP isn't it?
Renzatic on 1/6/2015 at 16:54
Quote Posted by henke
Not sure I understand that. Why can't it just propel itself forward? I mean, it
is propelling itself forward in the current build, but only up to a certain speed.
I figured you needed some weight and force behind the wheel as well as some traction. Seems like you've got it fixed though.
But...
Quote:
(I can't make it too smooth or the Mesh Collider refuses to use it
Can you use something like a lower poly collision model to act as a stand-in for the mesh collider? It'll be invisible, basically surrounding your main model, but the engine will do all its physics calculations based off it. The reason I ask is because the wheel (and eventually robot) I'm making for you is going to be much higher poly than the one you've got now.