First Person Shooter Devlog | Active Ragdoll ,Physics, RayCast, Map

Hi there, this is my first voice over so maybe I sound abit akward. In this video Im talking about the map changes and adapting ragdoll physics and the switch from raycast to full physics based shooting. Instagram: https://www.instagram.com/muerrischcat/

Channel: MürrischCatGenerated by anonymousDuration: 4mPublished Mar 08, 2021Model: gemini-2.5-flash
Thumbnail for First Person Shooter Devlog | Active Ragdoll ,Physics, RayCast, Map ▶ Watch on YouTube

Video Chapters

Original Output

0:20 Crafting the map and weapons in Blender
1:50 Ditching standard animations for active ragdolls
2:50 Testing new physics reactions on enemies

Timestamps by StampBot 🤖
(445-first-person-shooter-devlog-active-ragdoll-physics-raycast-m)

Unprocessed Timestamp Content

0:00 First-person view of the new map and enhanced ragdoll physics
0:10 Pistol and baseball bat showcase brutal close-quarters combat animations
0:20 From Blender crafting the new map and a powerful shotgun
0:30 Detailed tour of the new environment every object interactive
0:40 The satisfying process of sculpting and UV mapping in Blender
0:50 Adding quirky unnecessary but interactive items for immersion
1:00 Exploring the living room's chaotic charm and interactive elements
1:10 Unity editor reveals the physics behind picking up small objects
1:20 Colliders are my favorite enemy hilarious and frustrating results
1:30 Witnessing extreme ragdoll reactions and physics in action
1:40 Pistol whipping enemies creating delightful unpredicted ragdoll chaos
1:50 Removing Mecanim physical animations mean no more wall phasing
2:00 Enemies relearn walking resulting in hilarious toddler-like stumbles
2:10 Ragdoll euphoria mode physics errors making characters dance
2:20 Solving the mysterious ragdoll implosion bug breaking the game
2:30 Shotgun introduction and a new bullet force application system
2:40 Witness the powerful impact of the new shotgun physics
2:50 Experimenting with new physics reactions when hitting enemies
3:00 Blood decals are currently placeholders for future gore shaders
3:10 Re-texturing the entire map UV maps are already prepared
3:20 Workflow from Blender to Unity detailed modeling and asset placement
3:30 Enjoying the creative process of developing this passion project
3:40 Watch some final brutal physics showcase using the new shotgun
3:50 More development videos are planned for future progress updates
4:00 Thank you for watching and supporting this indie game dev journey

Timestamps by StampBot 🤖
(445-first-person-shooter-devlog-active-ragdoll-physics-raycast-m)