{"author_name":"Taugeshtu","cat":"LD #29","comments":[],"epoch":1398993240,"likes":2,"metadata":{"p_key":"30051","p_author":"Taugeshtu","p_authorkey":"8746","p_urlkey":"65518","p_title":"Side B, Track 1: aftermath.","p_cat":"LD #29","p_event":"LD29","p_time":"1398993240","p_likes":"2","p_comments":"0","p_status":"UPD5","us_key":"8746","us_name":"Taugeshtu","us_username":"taugeshtu","event_start":"1398384000","event_key":"22","event_name":"LD29"},"text":"<p>Hi everyone <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>\n <p>I guess it&#8217;s about time I share with you my thoughts on what went well and what went wrong, and what I can do with it the next time.<br \/>\n Also, I&#8217;ll try to give some insights on making games using Unity.<br \/>\n Sooo&#8230; What I attempted:<\/p>\n <p><em>Motorbike shooter<\/em>.<br \/>\n Core concept was plain and simple, but I kinda underestimated the task of writing bike physics. Ended up spending about 75% of my time on it \ud83d\ude00<br \/>\n Insight: learn to use Physics.SphereCast, that thing is a beast when working with physics-based stuff. It&#8217;s also a nice idea to write visualiser for those, or you can use\/rewrite to C# mine:\u00a0https:\/\/bitbucket.org\/Taugeshtu\/assistings<\/p>\n <p><em>Level made out of tiles<\/em>, which can be flipped, after what player can ride upside down. That went all right, I&#8217;m no stranger to per-entity variable gravity. One thing that I would&#8217;ve added if I had more time would be static batching. Another possible optimisation would be to have colliders only appear near bikes.<br \/>\n Insight: to toy around with gravity all you need is set your rigidbody not to use gravity, add a script to it with something like <strong>rigidbody.AddForce( -Vector3.up *Physics.gravity.magnitude, ForceMode.Acceleration )\u00a0<\/strong>in FixedUpdate() and you&#8217;re good to go. Another thing worth mentioning is: you don&#8217;t want to move\/apply forces to physical objects inside Update(), and you don&#8217;t want to collect your input data inside FixedUpdate(). Grab the input in Update(), store it in private variables, apply in FixedUpdate(). That&#8217;ll save you from several glitches <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>\n <p><em>Art<\/em>.<br \/>\n My usual art pipeline includes SketchUp for hard-surface and Sculptris for organics\/textures. It served me well this LD, though I didn&#8217;t needed Sculptris this time around. Unfortunately, I don&#8217;t really have any insight for you on this side regarding unity.<\/p>\n <p>That&#8217;s pretty much it as far as game goes, but there were several issues with my workflow as well I&#8217;d like to write down:<br \/>\n Sleep management. I think it would be ideal for me to wake up next time right when LD starts, so that I can have one sleep session and not be exhausted as I was this time.<\/p>","time":"May 1st, 2014 8:14 pm","title":"Side B, Track 1: aftermath."}