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cute usagi game

  • 8 Devlogs
  • 12 Total hours

A softbody playground for Usagi the bunny. Built using Unity3D.

Ship #1 Pending review

I made a softbody playground for Usagi the bunny. This is NOT a game!! It is purely a physics demo showing what can be done in Unity3D. It made me learn a lot about physics based movement in unity as well as setting up softbodies and ragdolls in a 3D space. The most challenging part was probably getting the player to reset the softbody without breaking the whole thing. Enjoy!

  • 8 devlogs
  • 12h
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1h 6m 8s logged

worked on a time slow feature where players can slow down time by scrolling, and adding some awesome destruction test like smashing blocks, block hit into wall, and more!

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1h 40m logged

adding sounds for usagi and adding more graphical elements like bushes and a giant blender. Sounds are all one-shot audio from usagi episodes with background music and noise removed.

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1h 34m logged

Worked on more softbody functions, using custom scripts that works along with my softbody player controller, Usagi will now seamlessly ragdoll when player presses R and also ragdolls when touching certain objects. Players can also squish other Usagi’s too, maybe multiplayer in the future?? There is one problem though with the ragdoll script, i can’t seem to make it seamlessly go into player controlled mode and out of ragdoll mode… it keeps clipping into the ground

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54m logged

Usagi can now WALK!! using standard third person controls and physics based steps, players can control usagi using WASD and mouse to look around. Hardest part here wasn’t the movement itself, it was the player rotating with the camera, since the gameobject doesnt rotate, the softbody points do.

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4h 16m logged

Added a softbody system using a crazy amount of points that makes a network that impacts the player mesh. Editing the mesh and getting the body structure right took up the majority of the time, tweaking various settings, very boring. Though the reward is great! It is really satisfying to squish and deform.

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24m logged

Using unity’s toon shader to make it actually feel like it’s drawn and not rendered in a traditional sense. The outlines look a bit wonky at the ears though because the normals are just positioned weird

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