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FrostPunchGames

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A member registered Mar 18, 2024 · View creator page →

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Man, what a ride. After months of deep-diving into Unity, I can finally say it: the project is finished!

I won't lie, building this Active Ragdoll System has been an incredibly fun journey, but it was absolutely not easy. There were definitely days where I felt like I was just endlessly wrestling with the physics engine to get things to behave.

The biggest hurdle was just juggling the sheer amount of code logic required to make a bipedal character actually balance and walk. If you've ever tried to program a humanoid controller, you know exactly what I mean—getting the foot planting to feel grounded and realistic without the character immediately face-planting is tough!

And then there were the muscles. I spent a massive amount of time tuning the PID controllers to drive the physics joints. I really wanted to capture that Boston Dynamics-style robotic stability, but I also wanted to preserve that beautifully janky, unpredictable physics charm that makes games like Sumotori Dreams so much fun to play. Finding that perfect sweet spot between 'highly stable' and 'hilariously floppy' was a massive balancing act. Literally!

But after all the tweaking, testing, and rewriting, seeing the character finally take a hit, stumble, catch its balance, and keep walking... there is no better feeling. I am so proud of how this system turned out, and I am beyond excited to finally get it into your hands and see what kind of crazy projects you all build with it!

https://frostpunchgames.itch.io/active-ragdoll