Critical play. Entry 7: The ragdoll

We have spent the whole previous week working on the collaborative unit, so I was pretty much exhausted to work on another game.

So, up to this point I have one cut-scene and two mini games ready: music and maze one. I didn’t record it in action as it was quite easy to make and didn’t have any issues with it. The idea is to the to the end of the “maze” in 10 seconds. This is the plot game just before the climax scene, so it should be quite intense. I’ve set up a 10 seconds timer to make a rushed and anxious feeling as from cat’s point of view those are final meters till he’ll finally meet his friend. But as soon as he reashes border barriers, they close, not letting him in.

To give some control hints, I’m using extradiegetic elements. This WASD icon appears in the scenes, where keyboard control is needed.

Somewhy I preferred to go from end to beginning in creating scenes, so the next one according to my plan was the ragdoll, where you have to drag the cat to a trigger point. And this was pain.

There was a huge issue with using Unity physics in this one. I sliced the cat asset into body parts and used hinge joints to connect them according to the tutorial I was following. And it was all fine when I dragged it in the scene window. It looked perfect with falling to the ground nice and helplessly, and was hanging quite naturally when I dragged him by torso element. But it all went wrong as soon as I added the drag script to it. Actually it dragged the ragdoll when the game played, but physics was going crazy, which spoilt everything I was trying to implement:

It added some weird velocity as soon as I released mouse button and was so big at some ppoint that even ground collider didn’t manage to hold it. Even though the collision mode was set to continuous.
Sometimes body parts got crazy

A day later I made it somewhat work. At least I could drag it by a collider over his body and the body behaved as needed. But still two issues are left. First is he is not falling to the ground anymore, though each part had ridgidbogy, gravity and mass. Second, the collider that allows to drag him moves away upward as long as you drag, and when you release it, you won’t be able to reach it anymore.

I have spent hours and days to solve all these issues, but eventually decided to leave it at that. At least the idea works for now and I’m already afraid to spoil everything I’ve achieved so far. So this area will be highly bugged, unfortunately, and I will make a warning in read me file as well as a reload button in case something goes completely wrong with the scene so that players can proceed further. At least if player doesn’t release mouse button, it all works well enough. That’s why it is the shortest scene in the whole game. But I couldn’t omit or remake it as it was very important for the gameplay and narrative connection.

I’m very exhausted by that point and the best choice would be just to proceed further in development, or I’m risking getting stuck with one issue and not completing the main body of the game.

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