The sword kept intersecting the ragdoll, causing something that looked like a small exploding person. I really like the glowiness of the sword, plus the running animation. The way the man flops around is a bit creepy… Overall, it looks a lot like an undead Jedi. But I can’t figure out what you’re supposed to do with the sword…
I love it. Well, I love the idea of it needs lots of polishing obviously.
The guy is able to jump off walls - at this state I can’t quite tell, but is that a random consequence of the way it’s done or is it intended to be a walljump?
awesome, silly idea (should be called "the adventures of no-motor-control luke in platformland ; )
there’s too much ‘random’ in the movement right now - i felt like with a bit of patience i should be able to get where i wanted to (the upper platforms) - i did but it was more luck really. i love the freak out movement it just needs to be a bit more ‘suggestible’.
StarManta- I would like “wall jump” to be physics dependent, so that you can not only jump on walls, but hang on to them depending on the material the wall is made of
drJones- YES! I totally agree, he needs more control but not too much.
There is an animation you can’t see of just a simple run cycle. As you run, that cycle pulls the ragdoll through springjoints which disconnect and connect. This allows him to try to follow an “ideal” walk/run , and if he trips gives a more interesting interaction than simple IK can deliver.
The end result- less animation work for development!
Anyone have some level suggestions? (i’ve heard clocktower, jungle bridges, tiny platform above abyss). I’m obviously still working on the input but I would like to do something really fun here- so let me know any suggestions you all might have!
That is really really awesome. The movement is beautiful, and really fun to execute. I like the graphical style at the moment, too. You should make it explicit that it’s Steve Jobs with a lightsabre. I don’t think it should be all Mac-themed or anything, but it’s really funny to have Jobs as the main character in a game like this.
Things I think it needs:
• sparks when the sword hits something
• enemies that are also ragdolls
• enemies that get knocked around by the sword more
• more reliable jumping
• a little less air control
We’re using an active ragdoll technique in our next game. It’s pretty simple, too–we simply set the target rotation for the physics joints to match that of an animation. Check the “debug footage” at http://jetpackbrontosaurus.com/ for an example…
Basically there is no current ‘next level’, its only meant to be a proof of concept right now. I believe there has been a turn away from sword fighting and into more grappling, so there will still be some lightsabering but the entire project is moving and evolving…