07/03/2023 – Content Content Content

Here I am again. I guess I’ll fill you all in on the things I’m working on.

Remember 7DFPS? The game jam I made a game for back in December? I’d forgive you for forgetting, the game I made was utterly terrible. However, there was one aspect of it I thought I could do something more with and that was the guns.

The models themselves were made and rigged by a friend of mine, but I did the materials and animated them. But I figured it would be a waste to have these guns made and not use them for other things, but I’m not really in a rush to make another FPS, so I figured I should release the assets… For a price.

I’ve redone all the materials, a lot more detail and wearing added. The model UVs are now way less of a mess, meaning much better texture maps to use for Unity’s materials. The next stage of these at the minute is re-doing the animations. A lot of the data was lost, so I need to either try and re-import them from the old files or remake them from scratch.

UPDATE: Three of the guns have finished animations now.

Not fully sure where I’m gonna be selling these, Blender Market, Itch, Unity Asset Store, and my Ko-Fi page are all viable options. Possibly all of them at once. They should be available near the end of this month, keep an eye out.

“How’s the side project?” is something you’re probably thinking of asking.

A small taste

Well, I’ve been making a bit of progress. I’m juggling my time between it and tweaking SICKHACKS.root so it’s not quite as far along as I would have liked. But you can run around, shoot a bow, and ride a hoverboard. Which is like half of what I want from the gameplay side of things.

Actually, GGJ helped me figure out a lot of the problems with the game, like how to properly separate the collision and animation stuff from the aiming target, which was a source of a lot of my woes with this project for the past couple months. The bow stuff needs so much more work, it’s a surprisingly complex animation when you consider that the arrow has to go from the hand to its place on the bow, and then disabling that when the arrow is shot, which is actually just an instanced object being shot out.

The hoverboard isn’t great. It’s quite floaty in the air and the collisions aren’t very precise. I’ve dropped through the level more than once. I have a few ideas of how to fix it, but I’m concerned that Unity’s physics system will break it some more.

There’s a demo if you want to play it, but it’s very, very basic. You can check it out below.

Now I’ve mentioned it a couple of times now, but I have made some small tweaks and changes to SICKHACKS.root.

The most serious of issues were FPS dependant movement where you would move slower at lower FPS or if there was an FPS drop and the camera jitter as the player would move down the track on the first level. Some fairly simple fixes. The original movement code didn’t use delta time so it heavily affected by the FPS. As for the latter, well I replaced the transform.LookAt code with some Slerp code instead and that seemed to help a lot. However, it is still affects the downward trajectory of the player, but I’m working on stuff that should address this issue.

On that note, I’m experimenting with different methods of turning the player towards the track waypoints. I’ve managed to create a system of turning the player via torque and allowing the physics to do its job. It does somewhat work in my prototyping level, but I haven’t fully sent it full the ringer yet with different terrain types, but that’s probably the next phase. But once I get the game to that point, I’m gonna make a decision about whether or not I’m gonna continue with this game.

Check out the updated version here:

As a last point on this, I finally finished the technical(-ish) video on the game, so give that a watch if you want.

It’s not the best video in the world, but it covers some of the stuff I wanted to talk about. It’s harder to make a video in that format than I thought. I eventually settled for reading a script with what I wanted to say and then mushing together the clips that are related to it. I think next time I’ll write the script first along with notes on footage I need and then edit it that way.

I’m not done making videos by the way. I have at least two or three more videos I could make from things I learnt from making SICKHACKS.root, especially on the Blender side. I’ve got about a dozen or so ideas for Blender related videos as well as Unity stuff.

Blender tutorials are going to be rough for me because I’m not super experienced with it, but I’ve gotten alarmingly decent with the shader material tools and there’s a few things I couldn’t find info on that I ended up having to learn how to make, like the sunset skybox in SICKHACKS.root, which is a cube map. Not only did I have to learn how to make the visual effect, I had to figure out how to get it on a cube map. So that’s probably the next video, among many others.

Now Sand Surfer is a side project, and it will stay a side project, and I need a new main project. I have been thinking of taking SICKHACKS.root (I’m getting really sick of writing this title out fully everytime) and turning it into a full game (With a new name, obviously). But that is likely going to be a very heavy project for me, from design, to building, and developing. It’s gonna be a lot of work, especially as a one-man-band. I really want to make more of it though, it’s just fun to play.

Another project I’ve been thinking of doing (Or even going back to) is Rotaction. Specifically making a sequel to it or updating it. I really want to re-do the enemy spawning code because the game is a bit bland after a while, there were also enemy types I never got to implement properly and I want to have another shot at them. Plus, I figured out a way to do multiplayer, but that almost certainly requires a sequel, not an update. But I do need to fix the phone version because the controls are pretty buggered and controller support doesn’t function correctly.

I’ve got a lot to think about, but for the time being, I’m just gonna get done what I can.

Right, I’m not sure how long it will be before the next post, and I’m not gonna attempt to guess, but I’ll see you next time.