Following Seas - Big Seas and Rigidbodies
Автор: Brendan Parlee
Загружено: 2025-03-22
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This is going to be one of those boring dev type videos, an not a ton of new stuff to show. That said I want to keep a degree of consistency up to keep you in the loop as to what is happening.
A big point of frustration, both for me and players, has been the player controller. So the last while I have been doing some substantial refactoring and major changes to how this works, particularly aboard ships. I do intend to push this out to the demo in the near future, as I anticipate it will create some issues I haven't thought of just yet.
Keep in mind that at least initially, the player shouldn't feel to different to use, it's more of an architecture change at this point. Anyone who has worked with unity can probably recognize the headache of parented or collocated rigidbodies, and in gameplay those of you who have played the demo have doubtless encountered occasional jitter or strange movement from the player while aboard a ship, particularly in heavier seas.
To address this I have expanded the system used for crew control to also affect the player. Essentially when you are aboard a ship the player's movement component is decoupled from the ship, and teleported to an invisible copy of the ship hovering ominously in the sky. This ship is static, so movement of the player should be much smoother and more stable under most conditions. The aim is for the player's experience to feel unchanged, as your local position is transcribed back to the actual moving ship in realtime. Progress is good, but there's still a couple of bugbears to fix before it goes live.
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