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Meet STU 😈 ✅ Potential Game Name: STU - Adventure of Bit 💻 Hi everyone! This is a fantastic clip of the new game I'm working on. Currently in the experimental design and pre-alpha stages. I'm targeting a short story-driven game with unique characters in the digital world. STU stands for * Self Aware * Turing Complete * Universal Program 🎮 STU is the first truly self-aware artificial intelligence every created. Vast and comprehension, STU's system extend multiple machines across the web. Currently, in conflict with humans, STU creates Bit to assist with the humans. 😈 STU may come off rude and condescending, but STU does not do so intentionally. STU views Bit and humans as inferior, similar to how humans may view a colony of ants. The fact they work together and create amazing colonies is impressive, but when push comes to shove, they can only affect us as a pest.
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Unity and other modern game engines offer built-in physics support. Unity specifically, empowers you with colliders and rigidbodies. These simulate physics but also give you the ability to manipulate and apply your own forces. 📌 Rigidbody.AddForce applies a force to any dynamic rigidbody. 📌 The ForceMode passed in allows you to control the type of force given. 📌 ForceMode.Force: Add a continuous force to the rigidbody, using its mass. I like using this for mechanics that push or pull over time, and larger (more massive) rigidbodies are harder to push. 📌 ForceMode.Acceleration: Add a continuous acceleration to the rigidbody, ignoring its mass. This is good for mechanics that push or pull rigidbodies of any size at the same rate. 📌 ForceMode.Impulse: Add an instant force impulse to the rigidbody, using its mass. Use this for pushing the character, where a short burst of force occurs, knocking back you back. 📌 ForceMode.VelocityChange: Add an instant velocity change to the rigidbody, ignoring its mass. I personally enjoy using this inside a character's movement controller. It gives you granular control over a character's velocity and movement while still working within the physics system. 📌 Rigidbody.AddForceAtPosition applies a force at a given position. This can make your explosions even more realistic because torque will be applied at the same time. Watch boxes tumble and fly away. 📌 Rigidbody.AddRelativeForce applies a force relative to the rigidbodies rotation. It's important to not confuse the transform rotation with the rigidbody rotation, which may be updated less frequently than the transform rotation. 💬 Did I miss something? Leave a comment down below ⬇️ |
Me First Games is an independent game studio dedicated to creating unique and bizarre video games.
Red MatterStar Impact is an upcoming adventure platformer coming to PC, Mac, and Linux.
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