Dev Video: Joints/Connectors Progress
We're back onto the main game features, and at the top of our hit list (besides logic) is the proper addition of "joints and connectors"! Finally!
This is a seemingly-simple, but super powerful feature that can unlock the gameplay by giving life and movement to otherwise static scenes. We're so excited to see it coming together thanks to its coder, Linus!
Adding joints and connectors is a bit tricky, because it has to work with lots of existing game systems, user interface, have decent UX planning, work around Unity and physics quirks, etc... and of course needs lots and lots of testing, tuning and balancing.
What you see in the video above is just a quick and easy example. We've not fully setup the user-facing side of it, so the settings menu, naming, look and placement style are far from final.
We'll have another small clip to show you in the next Recapped! post once this month ends. It'll be a big one!
Comments (9)
Is there/will there be a way to snap joints to the center of an object? Looks great so far!
yay physics!
Oh my Gosh Yes! This is what I wanted. Are you at the point wires can connect to it? The wheels not the wedge.
This is where the fun begins
I don't know how feasible or perfomant this would be, but in LBP, I always wished we could give pistons/ropes/pistons/etc toggleable collision. And will we be able to make connectors invisible?
So joints cuts into materials? Is there perhaps a way to hide joints, making shapes seem to swivel on their own?
No worries! Joints won’t cut into things or be physical objects once the feature is fully developed. “We've not fully setup the user-facing side of it, so the settings menu, naming, look and placement style are far from final.”
very cool 👍
💃🪩🕺 next order of business: build a spinning disco party
