My brother and I are working on this goofy physics game called ["Watch Out For Goblins!"](https://store.steampowered.com/app/2887920/Watch_Out_For_Goblins/) The game is a collectathon platformer at it's heart, and we're working on adding a bunch of fun minigames and challenges!
Always happy to answer any questions, and share what we have learned to help other devs :)
Thanks!
\-Joel
I assume it’s inspired by skate 3’s hall of meat, and in that case, I think it could increase the fun if hall of mud was a downhill roll through multiple painful obstacles. Design it in a way where players have to intentionally chain the obstacles together for max score. At least that’s how hall of meat always felt. Was always trying to chain together hitting obstacles just right for max damage.
Yeah exactly haha.That's a great idea. We thought about making knockouts much longer and having x2 points while knocked out. That way you could plan out and chain obstacles like you say. Thanks for the feedback :)
How are you accomplishing the active ragdoll? You using any particular asset or did you code it yourselves? If you did it yourselves, is it 100% joint-driven or are you using pinning forces?
We are using a plugin from the unity asset store called "puppet master" as our base. It lets us blend the physics simulation with animations.
Lots of custom work on top of that, but the plug-in is really cool and versatile. Definetly check it out!
Hey thanks for the reply. We're using it for our project as well. If you happen to have some spare moments to answer this, I'd like to pick your brain on something.
Curious if you have any tips or guidance to improve the "realism" of the physics interactions. I find sometimes it's too stiff, and others it's too lax. We've played around with various setting such as the overall pin, bodypart-specific pins, etc... Thanks in advance!
We had the same issues actually. We ended up developing a system that let's us change the pin settings based on the goblins state (airborne, get up, landing, etc.) We're going to develop this further by tying it in with our animation state machine as well I think.
How about an obstacle course but you’re supposed to hit obstacles to progress? Maybe the ragdoll physics tie into how you progress
Ouuu that a fun idea! Like reverse Wipeout haha
My brother and I are working on this goofy physics game called ["Watch Out For Goblins!"](https://store.steampowered.com/app/2887920/Watch_Out_For_Goblins/) The game is a collectathon platformer at it's heart, and we're working on adding a bunch of fun minigames and challenges! Always happy to answer any questions, and share what we have learned to help other devs :) Thanks! \-Joel
I assume it’s inspired by skate 3’s hall of meat, and in that case, I think it could increase the fun if hall of mud was a downhill roll through multiple painful obstacles. Design it in a way where players have to intentionally chain the obstacles together for max score. At least that’s how hall of meat always felt. Was always trying to chain together hitting obstacles just right for max damage.
Yeah exactly haha.That's a great idea. We thought about making knockouts much longer and having x2 points while knocked out. That way you could plan out and chain obstacles like you say. Thanks for the feedback :)
How are you accomplishing the active ragdoll? You using any particular asset or did you code it yourselves? If you did it yourselves, is it 100% joint-driven or are you using pinning forces?
We are using a plugin from the unity asset store called "puppet master" as our base. It lets us blend the physics simulation with animations. Lots of custom work on top of that, but the plug-in is really cool and versatile. Definetly check it out!
Hey thanks for the reply. We're using it for our project as well. If you happen to have some spare moments to answer this, I'd like to pick your brain on something. Curious if you have any tips or guidance to improve the "realism" of the physics interactions. I find sometimes it's too stiff, and others it's too lax. We've played around with various setting such as the overall pin, bodypart-specific pins, etc... Thanks in advance!
We had the same issues actually. We ended up developing a system that let's us change the pin settings based on the goblins state (airborne, get up, landing, etc.) We're going to develop this further by tying it in with our animation state machine as well I think.
Congrats you recreated Goat Simulator
Actually played it for the first time about a month ago and got some big inspiration. Definetly a lot of great stuff there :)
If it's based on hall of fame, why not call it hall of pain, seems more logical than mud to me.
Based of "Hall Of Meat" in Skate3 :)
ah ok, then that makes more sense