Ok done for the night….

Had some fun getting the ragdoll transfer system back in.. I still have a few issues to figure out. Mainly naming conventions I think but I am tired and have the day job tomorrow…But man ragdolls are fun…. =)..


Ragdolls are fun…

Now to get the code and not just the ragdoll replcaemnt moved over. Basiacly when an AI dies I replace their skeleton with the ragdoll system I have created and then kill off all animators etc. This way only the physics animated the poor thing until it is a certain amount still then kills off all caclulations.


yea …umm… testing ragdolls… with not the coolest results…


O how I love rag dolls…

Now to bring over my old code that once the enemies health is dead it goe srag doll and slumps to the floor. Not to mention it might be missing a few body parts. I hope to implement some grab functionality in the VR game as I love robo recall and its grab dynamics. Not to hard so we shall see. That will of course come later as most VR items will. I will finish developing on the PC then get to the VR aspect as I do not want to be waring a VR visor every day as I develope. Then I will just switch out the control wrappers so the VR takes the place of the PC controls etc with a few tweaks that are specific to the devices. Feels good now to be back in full dev mode at night. I am seriously considering a VLOG along with this blog so other game devs or people might follow along with my erros and successes =)…

Ok next step will be…

Lets get an AI body back in there so I can blow body parts of and have a little fun here and there… =)…. hopefully it will translate easily and quickly over from the last version….(Famous last words usually)..


I have to say that the 2018 release of Unity is a HUGE improvement. The new prefab flow is SO much better with variants etc. This is the way it should have been all along. Very well done. As we can see I am moving incredibly quickly towards a fully armed and operational battle station.


On a side note I am thinking of starting a vlog at the end of each day for those that want to see what goes into making all this…. just thinking about it currently.

Items functional

I have a wrapper around input so I can go to different platforms with the switch of the wrapper. Now the item is equipped the button down command goes to the player manager. Then to the hand it corresponds to. After that to the item that is in the hand and it is told its down. Then the item looks at all the item effects in the objects and they are told. Then they operate however they are supposed to. Good stuff =)…

Equpping also is in now. The object in the center is the item that is equipped for that hand.