To be honest, I had no idea what I was doing (shrug)
Whoops, I got them up haha. Thank you!
that is sooo useful I really wish I had that lol
Work on my logic/circuitry tech demo.
So far handling the wire render system. A few lights added on just for visuals, they don’t have actual power yet.
I’m working on a zero-gravity FPS with @yacti!
Here are some videos of the current flight mechanics. In the future we will procedurally animate the legs based on velocity and all that good stuff:
^ 3rd person so you can see the current flight animations, it’ll be improved
Heres the menu!
I’d appreciate some feedback!
Not sure if it’s the framerate of the video but that seems extremely sickening. I’d at least tone down the amplitude quite a bit
Yeah, I toned it up just for demonstration, and it doesn’t work really so well if with a third-person camera. Gonna work a custom camera system so it doesn’t jitter as much.
will this be compatible with VR?
That’s that plan! We’ll also have options for cross-play between desktop and VR users. However, that will be optional.
Ever feel like if you did things just a little differently you could have nailed that sick drift?
Well now you have another chance …
How did you done that, please do a tutorial
I can feel an underlying logic in the placement of just about everything; seems as real in detail as in layout. The look is enhanced by the tarps to really give the ambient a weathered and bunkered down atmosphere.
For the leftmost truck in the second photo, I feel like there should be a glass part to look like water has been collecting in its drooped center, really assuring “it’s been here awhile, and it’s been rainy!”
A placement system
(Sorry, I couldn’t figure out how to crop a video)
The spinning parts in the video are just for testing. How it works is that the object finds the nearest part within a range, then snaps to a grid from that part’s CFrame. If there are no objects, it doesn’t snap to a grid and uses the camera’s direction. It took a lot of research, but I got it to work I’m going to make a building system out of this.
How do you want to handle that ingame? Couldnt player abuse that system to escape?
Fixed some bugs related to terrain generation and now the biomes generate in the correct size and there’s no chance of the terrain sphere going on top of the limit barrier anymore.
Starting to work on river generation, in the final version the player should not be able to see much underwater and it will have limited oxygen to prevent people from just staying underwater the entire game.