The Aim Assist Solution

  I had previously posted about Woozy Wizard’s aim assist, but that system gave rise to a massive problem: the hands still flop around unless an excessive amount of force is applied to keep them straight.  At that point, players were being pulled so hard that they could barely move while locked on. After attempting…

The Gametype System

On the last few projects that I’ve been working on, I’ve been tasked with creating gametype systems that are: easy to add new gametype logic to have room for extensive game mode customization options can track player performance locally and online I’ve spent a considerable amount of time designing and implementing a system that allows…

Limiting Our Character: Spine Correction

A lot of feedback came in about the floppiness of the character: the ragdoll sulked and fell over a lot more than testers wanted it to. One idea that was thrown up was to align the ragdoll’s spine to the Y axis to some degree. With spine-correction, the team can easily control a point hooked…

The New Rig

The team has spent an extensive amount of time tuning several different player prefabs to find the one that feels just right, and now Woozy Wizards has finally stepped away from pill-man. After playing around with the configuration of the joints on the mesh, the attached colliders, and the weights on the rigidbodies, the best…

Aim Assist

When the team brought the prototype to testers, they were having an extremely difficult time hitting each other; players were being forced to come to a complete stop to aim. Not only that, but we stepped back and watched wizards practically hugging each other for a solid 5 minutes, despite the fact that the testers…

Smooth Feeling: Limiting Our Character

The biggest complexity to Woozy Wizards is in making the controlled character feel good.  The wizards keep themselves standing upright because they are essentially filled with helium, which means all limb movements are based around dragging a balloon. In the team’s initial prototype, the forces used to move individual limbs were selected very carefully because…

Calculating spread on a raycast shotgun

As seen in my latest preview of Woozy Wizards, I’ve implemented a shotgun-like attack, where the player fires a cluster of raycast-bullets with randomized spread on them. Additionally, the shotgun’s spread can be adjusted with a simple slider. How it’s done The only necessary variables are floats dictating the vertical and horizontal spread of the…

Mario Galaxy Physics in Unity

My team and I had the idea of making a multiplayer game centered around spherical animals bouncing on miniature planets and sending each other into orbit.  To deliver a prototype, I had to get an idea of how a game like Super Mario Galaxy runs physics calculations on their crazily shaped planets, and then replicate it in…