Teddy Playtime
A downloadable game for Windows
a collection of simple ragdoll physics games as a development sandbox. written in c++ for OpenGL in win32 with no dependencies. a game controller is required.
please comment with feedback. there's no keyboard control because i'm not used to that and have no idea how it could work comparably. (except [P] switches to triangle mesh view haha)
this started as a simple project for working on ragdolls. i wanted to make a playground it/tag/chase game, then learned about the origin shift maze algorithm. i also added some bouncing ball options when working on torsion.
it's not perfect, you can jump or get pushed into the maze hedges and get stuck, the camera/maze interaction needs to be improved for the tall maze option (a sucky option for now). i also don't feel like doing a new procedural music engine right this week for it.
possibly interesting points are the collision voice synthesis and a simple, performant "moving reverb" that is somewhere between 2.5d and 3d (it includes a simple model of the ground plane reflection) which could make the chase game more engaging. i think i posted about the idea on kvraudio over a decade ago, i don't know how much acoustic modeling there is in games.
the playground for the "big ball" game is very small and the reverb coefficient is very high and might feedback and destroy your mind if your speakers are loud. it's right around the threshold so jumping (adding a noise to the reverb) or moving (changing the reverb delay lengths) will stop the hideous life destroying feedback cascade.
so it's a kind of pick your own objective platform. it's advisable to set the number of bears for each game.
i don't really know how to feel about teddy bears, it was just an easy modification since everything is meshed in the code, there are no imported models. i don't really want to make adult games (another title here) or kid games, i just like making things.
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Development log
- how to do everything69 days ago
- Teddy Playtime Alpha published75 days ago
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