Would love to, but the Camera CFrame is considered the “VR Center Point”
so stuff like GetUserCFrame(which is used for hand tracking) returns relative offsets to wherever the Camera CFrame is.
so if i move the camera by shaking it, it messes up
enjoy my MS paint masterpiece that explains this friccery.
Thanks for the suggestion! I tried this and was having some issues with it so I scrapped the idea. However I went back and redid it, and I think it turned out nicely and does make the bow feel better to use. I think in the final version I’ll also rotate the torso up and down.
By side effects do you mean damaging a player within that explosion radius, pushing parts back from the explosion, etc…?
If so then for the damaging I would get a general radius for your explosion, then do magnitude checks from where the arrow hit, check if the user is within the radius, if so damage them.
For pushing back unanchored parts you could also get the parts within that radius, get the unit, then push all the parts back with a BodyForce/Position.
I’m not good with music, but some of the adventure games I’ve played would have that fit in seamlessly. Amazing job, I haven’t seen many short clips that actually feel exactly like the title says they should, so keep up that good work!!
(upload://sCVqSzqa3LwgOkAKLyOaF85NavN.png)
Wip Cannons: https://gyazo.com/cac03f4dd47cff3eb21a20621ef3cac6
Revamped the ship, no shading issues and destruction will be much cleaner. More Colors as well. I also have yet to add cannons.
Reminds me of one of my favorite games from a while back, which I’m assuming you took inspiration from, Galleons. The cannons and the ships look amazing, great job!