Weekly Dev Log #1


This week we finished the prototype for our game showcasing up to two player controls (Mouse & Keyboard and Controller supported).

The prototype includes viewing through the Eyes and one arm control with the goal of pressing a button and one scripted emergency event to enter the arm and fix the hand.

The significant feature the prototype demonstrates is the moving of a limb (an arm in this case) as well as entering that arm in order to reach

the inside of the hand (in this case to interact with a button to fix the hand). This was important to implement as we discovered that setting up the colliders and deformation of the internal tunnel to match the movement and deformation of the hand model was going to require some tuning. We used box colliders and a hallway shaped tunnel for this prototype but this has a few problems:

1. The tunnel deforms strangely in extreme situations or if we were to rotate the hand (this is why we didn't implement hand rotation for this prototype).

2. The colliders are not set up to allow players to climb through the arm if the arm isn't in a level position (for this prototype we added a small snapping to level if the arm was close to level to make sure the player could move through the tunnel).

We are looking to explore a cylindrical tunnel shape (and perhaps a hex or octo or n-gon shape for the collliders to eliminate the 90 degree corners to allow for better movement at angles) to tackle these problems.

We were able to synchronize the movement of the arm model and the tunnel model by copying the rotation of the arm  bone to the corridors.

Hand movement   

Tunnel Movement

We want to support Mouse & Keyboard as well as Gamepad to enable our developers to work on multiplayer aspects even if they didn't own multiple controllers and achieved this for the prototype with 1-2 players joining and split screen activating on 2 players.

Files

Windows Prototype 37 MB
53 days ago

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