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Projects Stranded III Dev. Blog - CommentsMany unity games does not have those.
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-well done...
DC has written
I didn't decide about physics yet.
Well, I guess it's time to ask if you have decided this yet. I couldn't find any message from you with the word "physics" from 46 pages except this one. I really have no idea how hard it would be to integrate physics to Stranded III, but from what I know, Unity3D does have a physics module. So, will you add physics?
Some videos about it:
http://www.youtube.com/watch?v=-RTp7_e871E
http://www.youtube.com/watch?v=wKgKSg0Nr6A
http://www.youtube.com/watch?v=VdzUnmhfvd8
I keep imagining a set of players setting up shelters. Setting up palisades. Towns. Alliances.
Is this how multiplayer would be like?
and also in survival of zunbis 'rust game'
The two games are your great success would double
from what I saw you want to create a means to mmorpg style game with survival on the island
CS2D and fas so successful thanks to many ways, construction, zonbies, team deathmath and deathmath
how about adding several possibilities to stranded 2?
I hope this game very congratulation for your work YOU
will be your best game
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95.88.146.26:54052 - Funky S3 Server
Progress is still going further!
these capsule colliders sound interesting. will it be possible to also edit them via commands after they have been created so that e.g. size, shape, position etc can be manipulated?
from my general understanding usually colliders will always only use simple shapes like sheres or boxes so that they can be checked at very short intervals, right?
would it e.g. be possible to have a the 3d model of a human and put a capsule for each major body part so that hits can have different effects depending where they land? hitting the head would typically result in high damage or even in one-hit-kills while hits to the arms and legs would cause broken bones and hits to the body would cause bleeding...
I know the old Deus Ex game which had the body parts separated like that however I cant remember all the effects it had...
the main problem I see here is that the capsule hitboxes would have to rotate and move to follow the animations on a human body model or those of animals...
Edit: regarding the enhanced debugging:
it would be cool if there was also some hierachy text that shows the names of the parent scripts of the one where the error occured, like e.g. the eclipse editor shows for java code so it'll be easier to determine whether the error really happened at the displayed script and line or whether it was already caused in a different script before. back when I was still actively working on my S2 mod I spent quite some hours searching for errors in the completely wrong code sections...
Creature in that picture looks like a collosus titan.
Hooray for capsule colliders! Although...
In a sequence in debug mode, wouldn't it be weird to see 6 different capsue colliders shaped as a human being floating around as your player?