09/10/2023 – Cybersurfer Update

Happy 11th birthday to the blog. It’s not that important of a milestone compared to last year, but worth noting nonetheless.

But let’s get to the real news:

I did mention this partial rewrite in the last blog post as the last post took so long to write (I was busy with stuff, not that the post was long) that some of the work was done. But now I can get into more detail.

The hoverboard is now a model on top of a collider, an upright capsule collider to be exact. Propulsion works in more or less the same way, but is currently fully controlled by the player. Furthermore, in my last iteration of the hoverboard, when turning, I had a part of the script that would animate the board’s model to tilt it when moving, giving it a more believable look. I’m just adding a smooth damp value to the model’s rotation based on the input. Here’s a code snippet:

Vector3 newRot = hoverboardModel.transform.localRotation.eulerAngles;
if (grounded)
{
    newRot.z = Mathf.SmoothDampAngle(newRot.z, input.x * rollTurnRotAngle, ref rollRotVelocity, turnRotSeekSpeed);
    //newRot.x = Mathf.SmoothDampAngle(newRot.x, slopeAngle, ref pitchRotVelocity, 0.05f);
    newRot.y = Mathf.SmoothDampAngle(newRot.y, 180f + (input.x * yawTurnRotAngle), ref yawRotVelocity, turnRotSeekSpeed);

hoverboardModel.transform.SetLocalPositionAndRotation(hoverboardModel.transform.localPosition, Quaternion.Euler(Vector3.Lerp(hoverboardModel.transform.eulerAngles, newRot, playerTurnTorque * Time.deltaTime)));
}

(I’ve highlighted the code because it’s hard to see with the dark theme)
I’ve continued with that feature and made further additions to it, which gives it a lot more of a snowboard turning look. That said, I’m not finished with it.

I played more games for research during the process of rewriting the code, and one of the games I played was Extreme G Racing. An interesting thing to note about the behaviour of that game is that the player has a very large turning circle. So large in fact, that it is very difficult to get the player to face the wrong direction as you’re more likely to collide into the sides than get the vehicle to turn around on the track. I might change the behaviour to match that at some point.

In regards to the physics, I do mention this in the video at the top: the player’s gravity is relative to them and not the global value. This is set to the normal of the surface they’re on. In theory, it helps keep the player connected to the surface they’re on a lot better and gives me more flexibility in terms of track design. Previously, I couldn’t create loops as the physics driven system I had previously would break and push the player away from the ground. And now I can make corkscrew and loop sections of track without issue.

Loop section.
Corkscrew section.

I’m really looking forward to making some new tracks with these mechanics; it’s certainly more interesting to look at than a flat track.

The big new thing is rails, and I didn’t really cover this in detail in the video, so I’ll be going into more depth about building it now.

My first attempt at this new version of rails involved making rails in Blender and then importing them into Unity, including even more CSV files with vertex points, and lining them up. As you can imagine this got very tedious extremely quickly and I began looking for alternatives.

Nothing to do with the text, I just thought this bug was funny.

I then updated Unity and began using its built-in spline tools to create the rails. As I said in the video, this worked great. But then I tried to use it with spline animate to have the player move on the things, and that’s where it fell apart. The camera was a jittery mess and the whole thing wasn’t smooth at all. So I deliberately made the splines linear instead of curves, then made a script that got all the waypoints on the line and used Vector3.MoveTowards to get the player to move along the rail path.

And it worked… Until I tried getting back on the rail to go in the opposite direction. This is when the trouble began. I had to figure out what direction the player was coming in from and their position on the rail. Plus some edge cases on top of that. This led to a lot of if statements, which I am not too happy with.

But as you can see, it did work. What came next was figuring out loop-de-loop rail sections. Which required further code changes and even more pain.

As you can see, the biggest issue was keeping the player upright properly while going through the loop. Unfortunately, I don’t really have a good solution for that problem with the system I’ve built. Someone did suggest to me pointing them up towards a point in the centre of the loop, but considering I’m going to arbitrarily build and place these rails, it seems like a lot of work, plus even more additional work if I edit anything thereafter.

I’ve been looking at the way other people and other games have built their rail grinding stuff, and more recent things seem to be using something similar to the spline animate system that the spline tools have built-in. So I may need to give it another chance and perhaps that’ll solve the issue.

One thing I am mostly happy with is the rail switching mechanic.

This took a lot longer to figure out, but the solution is quite simple in theory. When I’m on the rail and lean left or right, I shoot out a sphere cast (Spherical raycast) within a certain range to the left or right of the player. If it hits a rail, I then draw an arc from the player’s position to the hit position (Note that I said hit position, not spline track position). If the player then presses the jump button, I do a slerp using a sin wave to give it a curved arc. Here’s the code for that slerp:

private IEnumerator MoveToNextRail(RailSplineScript nextRailScript, Vector3 hitPoint)
{
    float timer = 0;
    float step = jumpTime / linePoints; //Line points refers to the number of points on the arc being drawn. More points = smoother arc.
    int i = 0;
    float progress = 0;
    Vector3 startPos = transform.position;
    while (progress < 1) //Should be using time progress, not number increments
    {
         progress = timer / jumpTime;
         transform.position = Vector3.Slerp(startPos, hitPoint, progress) + (transform.up * (jumpHeight * Mathf.Sin(progress * Mathf.PI)));
         timer += Time.deltaTime;
         yield return null;
    }
    transform.position = hitPoint;
    currentRailScript = nextRailScript;
    CalculateAndSetRailPos(); //Sets up some stuff for the spline points system mentioned earlier
    onRail = true;
}

It works pretty well; it’s not the smoothest looking thing in the world, but it does work. Although I suspect some of the issues with the smoothness have to do with the camera, which I will probably fix soon anyway. Another issue is just the positioning of the player themselves when they switch rails. They’re off-centre. It is a problem that eventually corrects itself as they keep going on the thing, but it is annoying.

But yeah, that’s the new stuff out of the way. As for improvements and what’s next, well here’s a list:

  • Fix the camera on rails
  • Change the rail system again and see if I can get spline animate working
  • Create tracks using the spline tool, minimising Blender usage for level creation
  • Create some levels using all the existing tools and mechanics (Demo!)
  • New character animations
  • Better foot placement on the board
  • Overhaul the trick system

I’m probably giving myself a lot more work to do than I’d like, but hopefully it works out. I really want this idea to work out. I’ve put so much time into it, and it’s really fun to just move around.

What Else Is Going On?

Well I did the WWII COD Marathon and it went alright. I gained some new followers out of it and some of them have hopped back into chat and such since. Wasn’t a massive gain, but whatever. The COD games I’ve never played before will be mentioned in the year end “ADMAN’s Den” post along with my usual top 10s, but I will say that I enjoyed WWII more than I thought I would, but it’s definitely got some issues.

I do want to do a highlight video for it, but honestly, after looking through the highlights for the first COD game, it’s very difficult to find clips that are worth putting in a video. I could make a death counter video, but I don’t think it would be that entertaining. So maybe what I’ll do is grab clips from all the games and shove them into one video instead of doing a video per game. More time spent in prep, but less time editing.

As I mentioned in the video at the top, Unity did something stupid, and now I’m finally in a position where I’m thinking of changing engines. But I want to do a video about the experience of learning new tools. However, since making the video, I’ve come to realise just how busy I am with all the videos I need to make and all the work that Cybersurfer still requires, and I think I might need to delay the original timeframe I wanted to work on it.

On that note, Rotaction needs to be updated soon, or it’s going to be pulled from the Google Play Store. Or at the very least, unavailable to download on modern phones. It will continue to be available on Itch.io, so don’t worry there. The deadline is November 1st, so I need to deal with that soon.

Another thing is back-porting the new hoverboard code into SandSurfer, and changing it to be an actual sand surfing board without all the hoverboard stuff. It’ll take some work, but hopefully it’ll be better than it currently is. But I have no idea when I’ll get a chance to work on it.

But that’s your update. Sorry for the radio silence, but that’s just how it is sometimes. I’ll probably post again once the demo is available for Demo Day. If I can get it working by then. Till next time.

-Adam

01/08/2023 – Cybersurfer?

It’s very early, but I need the feedback. This is Cybersurfer, a follow-up to my GGJ game SICKHACKS.root.

I’m not gonna retread the same things that are in the video, you can watch it yourself, but I do want to talk about what I want the game to be going forward as well as some of the games I’m gonna be looking at or re-looking at.

But as I said, I’m not terribly happy with where the project is at the minute. It plays OK, but it definitely feels like it’s lacking something. Plus the physics driven hoverboard is now more of a hinderance as I look towards different level design aspects. Specifically verticality. The game Distance as well as Wipeout are my two points of reference in terms of what kind of level design I want.


And here’s where I have to admit that I took too long writing this blog post that everything in that video and previously written is now outdated.

Following the that video, I did another stream where I played a handful of games and made notes about various aspects of them, and how they handled the same problems I was having. It was a very informative stream and helped me realise that I was trying to over design everything.

And now, as I’m writing this, the whole physics driven hoverboard system has been scrapped. And the spline based system that I attempted to follow it with has also been scrapped.

The new system is fairly simple, a player model on top of a collider acting as a cushion of air. I’ve ditched the waypoint system, and instead I’m just letting the player control their forward speed and turning themselves, and it’s working out pretty well now. On top of that, I have a bit of rotation to the player model when they turn and a sine wave to make the model bob up and down like they’re on a hoverboard.

It’s a night and day difference and a definite improvement.

Next up is getting the player to stick to the track regardless of the verticality of said track. I’m using Distance’s magnetism as a reference here. My plan is just use a downward force while grounded, and magnetise the player to surface once they get close enough. I suspect it’s going to be more difficult than I’m envisioning though.

Learning To Rig

I recently had a Twitch stream where I taught myself how to rig a robotic arm model.

It’s a very basic model with some problems due to some of the ways I was trying to rig it, but once I figured out the issues it was too late to re-do the model. However, the animation side of things turned out alright.

The next stage of this is getting more familiar with IK stuff as well as other bone constraint systems.

YouTube Content & Future Plans?

Demo Day 51 happened, and although I did not submit a demo, I did stream other people’s demos and provided as much feedback as I could. Here’s the playlist. I do want to get more content on to my channel as it would likely help my Twitch performance, but it’s difficult to find the time to make stuff that would be palettable.

YouTube’s algorithms prefer shorter videos, so uploading whole VODs would probably be a bad idea, but I could cut down my playthroughs into highlights. But requires time I just don’t really have, either to watch 30 to 60+ hour playthroughs to find stuff worth putting it, or to find time to edit it down. But I think I’m gonna be forced into doing it because I am at the absolute mercy of the algorithm gods.

As for future plans, well it’s coming up to the 78th anniversary of the end of WWII, and I want to commemorate it by playing through all of the WWII Call Of Duty games. Those being COD 1-3, World At War, Finest Hour, Big Red One, and WWII. I’ll probably using that stream as the experiment for creating highlights for YouTube, alongside uploading the VODs of it, possibly. Either way, the playthroughs will be available in my Twitch collections page as per usual.

That’s it for the time being. There’s probably more I’m forgetting to mention, but I took so long in writing this blog post it’s better just to move on. I’ll see you next time.

-Adam

04/05/2023 – Demo Day 50

I haven’t made a post in a while, but I’m back, and with a new demo for Sand Surfer. There’s been a few changes to it, mostly focusing on the player character and smoothing out all of the movement and playability of it.

The bow now has proper animations, and a better aiming system. The movement feels a lot better. Jumping has been fixed. The player can now slide by crouching while running, and so on.

Considering that I don’t get anywhere near enough time I would like to actually work on this thing, I’d say the progress is somewhat decent. But now it’s going back on the back burner so I can work on “CyberSurfer”, a derivative of SICKHACKS.root, my game from Global Game Jam earlier this year.

CyberSurfer will be my next main game project, and I’m gonna try and really get this one out into the mainstream more. Not sure how, but I’ll probably have to start shilling much harder.

In other news, my shotgun asset pack was rejected from the Unity asset store and I’ve yet to receive any reply to my request for more information. However, I have decided to sell it anyway on other storefronts.

It’s on Itch.io (Link above) as well as my Ko-Fi Store. I will try to expand on the Unity asset when I can and re-submit it when I’ve done that, but there’s only so much I can do.

But while I’m here, I’ll explain why it was rejected; it was “Too Simple”. No elaboration on that point whatsoever. Didn’t tell me what I needed to add or what was unsatisfactory. Companies do this shit a lot these days and it’s been driving me mad. Vagueness. Deliberately refusing to provide detail or specifics and then using that as justification to reject, ban, or otherwise punish customers and developers.

I don’t like it, and you’re seeing it a lot. Throw in power-tripping jackasses without even a modicum of personal responsibility to not abuse it or use rational thought to understand what people are actually saying, and the whole thing gets worse. Ever had to deal with shitty forum moderators? While they got a significant promotion and are now ruining the Internet at large.

Anyway, my ranting aside, you can now use those shotguns in your game if you want to.

Next up, I put out a new Blender/Unity tutorial.

I’m cooking up another one on Skyboxes and after that, I’ll be making a tutorial on materials from Blender into Unity in both URP and HDRP.

Outside of game dev and other projects, I went to Belfast for the first time in 3 years. It’s changed a bit, a lot of the shops are different. I had Yakitori for the first time, there was Japanese fast food place that did it, although I’d struggle to call it fast food as it took quite a while to come out, I almost finished my meal by the time my friend got his. But if I went back, I’d probably get some of the larger items like the Katsu curry bowl.

While I was in Belfast, I had a list of things I wanted to get. The first item was a new backpack, my old one has had a hole in it for some time (Which I did patch up pretty well) but I decided that I should replace it. Got a nice one from a surplus store. Next on my list was a Swiss Army Knife. I was intending to get one when I turned 18, but I never got around to it, but I have one now. It’s quite stiff getting some of the tools out. The knife is sharp, very sharp, as the cuts on my hands currently might suggest.

The last thing on my list was straight razor, which I forgot about. So instead I went to CeX and got some more Xbox games for my collection. Dead Or Alive 3 and Call Of Duty: Finest Hour are the two big ones, plus the game for the 4th Harry Potter book. I’m trying to get a full collection of those games, but it’s gonna take a while, and likely get expensive. I also bought some anime, Haibane Renmei and 5cm Per Second.

And for the actual reason I went to Belfast: I saw the Mario film. It’s OK. It’s a kids movie and it’s fairly inoffensive. My only issue with it is Peach being overly “Kick-ass”, to the point where I wonder what her character arc is even supposed to be. Bowser’s maddening love of her gets a bit weird too, but that might just be Jack Black’s portrayal. Not that I have anything against the man.

That’s it for now. Reminder that I stream on Twitch most days of the week during daytime hours, so check that out. Till next time.

-Adam

28/03/2023 – Tweaking Things

Let’s start with a minor update on Sand Surfer.

I’ve spent the last couple of week tweaking and changing how the hoverboard works inside the debugging level I made for SICKHACKS.root for testing stuff. The biggest change comes from the camera, I’ve replaced the fixed camera with a free look camera so you can rotate around the player, with additional adjustments to fix the camera bounicess.

The board handling isn’t that much different. The board now rotates a bit as you turn, and the physics have been adjusted slightly. I did do some other experimenting with different ways of producing the hoverboard effect. One involved putting the board on top of a couple of sphere colliders and another involved using wheel colliders. The latter was terrible, and the former worked in a sense, but still felt bad, especially when turning. So I’m sticking with the physics driven system.

Next thing to work on is gonna be the archery and general player movement. This project is gonna be a long one.

Next up, an update on those guns.

Lever action reload animation.

The guns are done. The animations are made, the materials are made, and they’ve been exported as Unity assets and general .FBX models. Unfortunately I have to wait for Unity to approve the asset pack before I can promote it as available. But the pages for Itch and Ko-Fi are itching to be made public. So as soon as they’re ready, I’ll post here about it.

I’m pretty bloody happy with how these turned out and I hope folks make some interesting stuff with them.

And lastly, an update on SICKHACKS.root.

There is a new update, v007. It is not a James Bond reference, it really is the 7th build of this game I’ve made. This is the last update, and it’s pretty substantial.

The board handling has been redone and now feels a lot more hoverboard like. Level 1’s colliders have been changed so you can’t get out of the level easily now. The camera system has been tweaked. And finally the player collider has been slightly reduced in size so that there’s less random fails.

I AM NEVER TOUCHING THIS PROJECT AGAIN

But that is not the end of the story. I am working on a new project under the name “Cyber Surfer Prototype” that takes all the ideas I’ve been working on with that game, and making it into something more worthwhile. It’s gonna be awhile before I get to work on it as Sand Surfer is my current priority until Demo Day 50 is over.

That’s everything for the time being. Again, I’ll make a post once those gun assets are available. I’m also planning a trip to Belfast soon, which will be the first time I’ve been there since 2020. 3 Goddamn years.

Till next time.

-Adam

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.

-Adam