THRUST//DOLL design spec
An acrobatic 3D bullet hell speed game about disposable transhuman dolls thrown into the depths of a vast AI. Or it will be one day.
Development log for "THUST//DOLL", an acrobatic grappling hook game begun during a Mastered game development "boot camp" course in 2022-2023.
An acrobatic 3D bullet hell speed game about disposable transhuman dolls thrown into the depths of a vast AI. Or it will be one day.
Design references for the grappling hook game ‘THRUST//DOLL’
Design diary on the configurator portion of the game.
In which we learn how to do the main things you’d want to do with Entities.
Can I make a rigged character model in a couple of weeks? Sure, somehow! Can I get it working in DOTS? Hmm.
My game will live or die on its movement system. Can we make something cool?
We have the rudiments working. The next battle is rotation. I try putting springs in quaternions, and draw vector some more graphics in the shader graph.
We push further on our quest for thrilling movement with animation, and fix a bug in Latios. Also: generics, Bezièr interpolation, and modelling a high-tech sword.
Blending animations with Kinemation, and fleshing out our movement system.
We want soft, organic caves. Should that be chunky colliders, or a signed distance field?
With a two week deadline looming, I set to wiring up animated wall interactions.
In seven days I must have a presentable prototype. Can it be done? This week, we learn how to die.