The original inspiration was QWOP by Bennet Foddy and Getting Over It, I thoroughly enjoyed the physics systems in those games and I wanted to implement it for myself
The Player Character enters a body of water and needs to float or else the game will go to title, they have access to their arms and legs; the arms to move forward point themselves down. Their legs move them up but stop them in their tracks. The goal is to perfectly try and balance yourself while needing to move around obstacles.
I created this in Unity using C#sharp, we implemented Unity's built in Buoyancy and Collision Physics to make a rigged sprite interact with waters on different parts of the sprites body.
The main challenge I ran into was the scripting of the arms and legs in addition to the sprite constantly spinning in water. To make the system feel rewarding I had to constantly make sure the two forces constantly counteracted each other with collision and Buoyancy variables. This mixed in with the accidental clipping onto the sky box to make sure the player did not fly off really gave me a run for my money.
I personally am proud of the skills I learned throughout this, I figured out how to rig animations and different parts of a body, I understood the importance of key framing and texture mapping. I had to figure out how to layer properly and make sure to dampen my "Y's" so that the camera would be easier on the eyes.
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