Your game is already looking like it'll be fun, i really hope you get more subscribers, maybe you can make the devlogs a little bit longer so they might get recommended to more people, just a suggestion, can't wait to see more
In terms of technical archievement and visual quality this looks sooooooo good. I also love that your devlogs are short and entertaining from start to finish. I can not imagine yet what the core gameplay will look like but I'll make sure to stick around and see how things turn out :)
maybe for the legs to look better when moving, make so that if you are not moving forward, you don't change the Y value but the X or Z (it depends on if it goes right or left)? and also a funny thing would be (idk how to call that on unity) use something similar to "ray casting" each time a foot will touch the ground, and check if it does touch, if it dosen't, apply a force from the top of the character to the ground so he falls more naturally (making it look like he tried to actually put his gravity on the foot but fell off). Anyway, great video!
Welcome to the wonderful wacky world of procedural animation development hell. Where you will struggle along the way, and possibly have fun on your quest, than you might, with just playing the wonderful wacky hell of a game Struggling. I see what looks like a bit of a mistake in the walk cycle movement shown at 2:15. The hip drops on the side where the leg lifts up. That does not look right. The side of the hip should go up along with the leg that is lifted also. You try to walk wile trying to make sure your hip drops on the same side you are lifting your leg, and I am sure once you consciously make sure you are doing that, it will feel weird to do. It be hard to do, but would look cool if you added hip and shoulder movement to your dog at 2:25. Otherwise, it looks good. It's better than the other attempt shown at 1:06. That first one looked OK for what it was. It fit the look of that dog looking thing. But the new one is an improvement, indeed. Yeah, I like the head bopping movement of the robot at 3:31. It truly adds to its look when moving. Yes, the bee movement when trying to stand wile being pushed around, does look lifelike. Perhaps not realistic, but definitely lifelike. And it looks cute. What you got started, is nice. And not easy to do. I know, form experience. Have fun with the rest of your game dev journey. ^.^
It's good to meet someone else in the world of procedural animation! Thank you very much for your advice! I didn't think it was strange until you mentioned it! lol I'd better take some time to make it better in the future.
Your game is already looking like it'll be fun, i really hope you get more subscribers, maybe you can make the devlogs a little bit longer so they might get recommended to more people, just a suggestion, can't wait to see more
thank you :D i'll try to bring more progress on the next one!
I LOVE procedural animation, so this game is right up my alley, can't wait for more updates!
thank you! next one is coming very soon!
In terms of technical archievement and visual quality this looks sooooooo good. I also love that your devlogs are short and entertaining from start to finish.
I can not imagine yet what the core gameplay will look like but I'll make sure to stick around and see how things turn out :)
wow thank youuuuu :D
My underrated radar is... Off the charts! I've never seen readings this high!
Underratedar GAH I SHOULD HAVE SAID THAT
thanks man! glad you liked it
dude this is lookign great!
Thank you!
Love your work Barry
Thank you~
maybe for the legs to look better when moving, make so that if you are not moving forward, you don't change the Y value but the X or Z (it depends on if it goes right or left)? and also a funny thing would be (idk how to call that on unity) use something similar to "ray casting" each time a foot will touch the ground, and check if it does touch, if it dosen't, apply a force from the top of the character to the ground so he falls more naturally (making it look like he tried to actually put his gravity on the foot but fell off). Anyway, great video!
Thanks for your advise! I will definitely try to implement it when I work on it again
Very nice!
Thanks!
you deserve more more subs! your stuff is amazing
thanks! glad you think so!
i like the content, keep going
thanks! :D
Great and fun content
thanks!
i tried myself to implement raymarching for creature creation purpose and could get the hang of it... nice video !
wow cool! did you use raymarching for all body parts? these days I'm not so sure...
Welcome to the wonderful wacky world of procedural animation development hell. Where you will struggle along the way, and possibly have fun on your quest, than you might, with just playing the wonderful wacky hell of a game Struggling.
I see what looks like a bit of a mistake in the walk cycle movement shown at 2:15. The hip drops on the side where the leg lifts up. That does not look right. The side of the hip should go up along with the leg that is lifted also.
You try to walk wile trying to make sure your hip drops on the same side you are lifting your leg, and I am sure once you consciously make sure you are doing that, it will feel weird to do.
It be hard to do, but would look cool if you added hip and shoulder movement to your dog at 2:25. Otherwise, it looks good. It's better than the other attempt shown at 1:06. That first one looked OK for what it was. It fit the look of that dog looking thing. But the new one is an improvement, indeed.
Yeah, I like the head bopping movement of the robot at 3:31. It truly adds to its look when moving.
Yes, the bee movement when trying to stand wile being pushed around, does look lifelike. Perhaps not realistic, but definitely lifelike. And it looks cute.
What you got started, is nice. And not easy to do. I know, form experience.
Have fun with the rest of your game dev journey. ^.^
It's good to meet someone else in the world of procedural animation! Thank you very much for your advice! I didn't think it was strange until you mentioned it! lol I'd better take some time to make it better in the future.
@@barrymighty Cool.
will the script every be released? also, remeber me when you hit 10 mil
ok haha thanks. once i clean up the code, i will release it :D
Thanks!