[50% OFF] Game Kit Controller: Engine with melee, weapons, vehicles, crafting & more! 3.77h

Yeah, I was wondering about snakes, but aside from using a cable as a ragdolled snake, I’m not sure what could be done. Maybe maggots / larvae / worms that kind of jiggle and periodically angle their heads up?

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Also, maybe use a chain as a weapon? It could get complicated, because a real chain could whip and wrap, so if that’s too much complexity, maybe the rotation of the links could be limited to prevent a full wrapping motion. If it looks okay, limited rotation of the links might make it a relatively easy alternative implementation of the cable idea.

It’s a simple thought, but you could probably make a game out of fighting zombies or whatever with typical items like a crowbar, hammer, chain, etc. Or, fighting tyranny in a world where weapons have been removed, and only tools remain for self-defense.

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Better to check one step at a time haha, but yeah, I am curious to try a snake for example to try the controller mode to be handled by physics and procedural animation, for the part of the head, attacks and other stuff.

I will be able to test on that kind of things when I start the testing on using the IK for procedural animations that I want to try in a mech model example that an user made for me and which will be a new vehicle example. I want to check this video to learn more about it:

And about the chain, yes, it would be an interesting example along the whip weapon. And yes, joints on unity have options to limit their rotation, to make them more rigid and similar.

I am thinking in some kind of wrecking ball weapon maybe that would destroy anything on contact, as a special weapon.

Can’t wait to try these experiments :slight_smile:

I also just remembered this game, it has some interesting rope mechanics, will think about them for future updates:

Regards.

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Hi everyone.

I finished most tasks for a small update, to have all the recent general improvements and small fixes made since 3.77d, to avoid to wait for the whole 3.8, will be ready in a few days.

In the meantime, I also finished the initial example of the physics cables to connect stuff, like give energy to devices (tough you can connect all kind of things and send events on connection):

You can also connect any amount of extra cables and of course, set its length, and also, it checks to send the proper signal, so connecting 2 lamps won’t make them to light on, as there is no a power source connected to one extreme of the cable (that is configurable, nothing is hardcoded in that aspect).

Regards.

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i haven’t messed with this type of thing at all, but if you can change the restrictions on rotation of links dynamically, maybe a chain / whip / vine that wraps around due to loose link rotations could be made to magically unwrap by gradually increasing the restrictions on link rotations?

BTW, I notice that you already have cables that can plug into cables, so that implies in general that chains can be … chained. So if we can adjust overall stiffness / looseness of the chain, we could have one stiffer chain attach to one looser chain. A fishing rod or a type of lash weapon might be like that, where you have a flexible but stiff lower “chain” attached to one or more looser chains. The lash, for instance, has several loose tips.

Another possibility, perhaps, is to define the stiffness / looseness as left / right and up / down, so that some chains or cables are more restricted in, say, left / right movement, but can go up / down more easily. This would apply, for instance, in the case of a leather strip, where if it is wider than it is thick, that’s going to inhibit side to side movement, while up / down movement would be easier.

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Yes, I have planned to play with other type of joints, as these are spring, but I will add options to use other joint types and more options to adjust clamp values on them, to get different results.

And yes, a whip with multiple lines could be interesting, will do more testing in the future for sure :wink:

I also played recently some of the trine games and there is some interesting usage of ropes and its usage with arrows, so that will be some other interesting experiment to try.

Regards.

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I was reading my mail notice and saw this… Maybe this would work with a Catapult too ..
Castle drawbridges come to mind as well.

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Good news, everyone.

Game Kit Controller is 50% OFF on the Asset Store during the Spring Sales!

And a new small update 3.77e will be available in a matter of hours, with many improvements and tweaks (will post a changelog later this week).

Regards.

Good news, eeveryone.

The new update 3.77e is live on the asset store (a little reminder to always make backups of your projects before anything else) :grin:

Also, there are new animations added on the examples of the action system and other movements, so I recommend to check the public repository of the asset to get the new animation package (more info on the doc, in the external files section).

Thanks for all the kind words, interest, feedback and support (especially to all the Patreon supporters) while working on this new update, it means a lot for me and really motivates to keep working more in the asset :smile:

Time to resume the work focused on multiplayer online and VR integration along other elements for 3.8. I want to have new visible results on VR this month.

Also, if you have already GKC any of the 3.77 versions, you should be able to just import the new version in your project, previous backup of your project.

But of course, you can also import all the content and create a new player, which is in most cases, the most recommended way. But VERY IMPORTANT: MAKE SURE TO MAKE A BACKUP EITHER IF YOU OVERWRITE OR IMPORT THE ASSET DIRECTLY :wink:

Here a direct link to the animations package for 3.77e (once imported, remember to close and open the project):

Regards.

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Hi everyone.

Just a reminder than GKC is 50% OFF on the asset store just in time for the new update 3.77e which is live too :grin:

Here the changelog of the new update 3.77e, as I didn’t have the chance to post it until now:

Changelog 3.77e

Also, here an example of using the saws examples to throw at enemies to activate the destruction body part to cut them in half on impact of those saws, inspired by half life 2 and its zombies:

Regards.

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Hi everyone.

I resumed the work on 3.8 update, want to check the VR this week, update some aspects on ⁠roadmap and resume the work on the merging of the main online doc and organize the new tutorial video.

I want to also finish the new showcase video of games made with GKC this week.

In the meantime, here an option that I added on 3.77e for the physics cables, as it allows to be unplugged if they are too much stretched:

The cables can also break from damage or from being stretched too, stopping the connection state too.

Regards.

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So they disconnect rather than break. But if you wanted a rope that breaks, you can make it out of segments that are joined, and the break will happen at a joint.

If you have multiple segments, will they all separate at once, or just one of them?

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Yes, there is a break option, that I will show in another clip, probably this weekend :wink:

The break can be triggered in different ways, in any of the connections and cable segments too.

Regards.

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Excellent! So, for example, if you wanted a pair of handcuffs that can be broken, you take two cuffs as segments and attach them.

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Hi everyone.

Just a reminder than GKC is 50% OFF on the asset store just in time for the new update 3.77e which is live too :grin:

Also, here a fun example of using Mjölnir to destroy enemies easily, Thor style haha

Regards.

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Haven’t had the chance to record the clip of the cables breaking, but will do asap this week.

I am also getting more ideas for future usages on cables, like something similar to this, which is also inspired by just cause cables:

Regards.

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You know, this isn’t too far off from doing some simple tentacle / web type mechanics. It’s either there already, or close to it.

A cable that attaches to two opposing surfaces can create an obstacle, especially if several such cables form in a group (web). Cables with one unattached end in the air that are tethered to one surface might attach to a surface passing nearby, acting a bit like a tentacle.

This occurred to me while browsing in the store, and seeing this free asset introduced today (also available in built-in and HDRP):

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I will take a look at that asset, anything related to physics is always interesting.

And yes, the current cables have collisions along its surface, so it will have more interesting applicacions, like traps to cut things:

91d7Ee

I have a few more ideas for next updates for that interaction haha.

Regards.

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Hi everyone.

These days I am working on some general stuff on 3.8 update, but I am also expending some extra time for user support due to the higher activity from the sales (GKC is 50% right now, a little reminder haha), but I keep having progress on 3.8 :grinning_face_with_smiling_eyes:

In the meantime, I made a simulation to end the discussion about how would win, 1 gorilla vs 100 dudes:

Regards.

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Hi everyone.

I am adjusting the option to allow to use the abilities while being in generic model, as it was disabled externally on that state before. But now, the abilities will be 100% usable at any moment on generic mode, just like with humanoid mode, for both, player and AI

I added an option to allow to change from one generic mode to another directly, without need to return to human first.

Also, just a little reminder than the spring sales are almost over on the asset store, so if you didn’t get GKC with a 50% OFF, don’t wait much longer :wink:

Regards.

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