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Body of Evidence Devlog: Ragdoll


Ragdoll is one of the mechanics that we decided to focus on since the very beggining. Quite obviously, Body of Evidence had to have some kind of decent mechanics when it comes to moving the dead bodies around.

In our creation the bodies are behaving exactly like "rag dolls", and yes, I am not using the world "realistic" on purpose. You see... human body is a complicated construction which we didn't really get to know well enough to make it's behavior perfect.


 

Of course we could just use those tools and leave it as it is, but as I've already mentioned, it was all just kind of "semi-realistic", and the outcome was a bit random at times.
Knowing that, we had to (I mean "I HAD TO") work on each and every model a little, as we also had to add bleeding and some scripts controlling it. So even though going through all the bodies in the game was a very tedious process, we had to take care of it.



Fortunatelly, we did not use a fully automatic solution (exceptionally) to deal with this problem. Why is this a good thing? Well... the default ragdoll settings are a bit... loose.
- Reach your shoulders with your toes? No problem!
- Knees capable of a full rotation?? YEP!
- Twist your head 180 degrees??? Hell yea!
Not cool.



Honestly these were some extreme cases which didn't really happen too often, but it was still a bit worrying.
We decided to make the bodies a little bit "stiffer", to make them behave in a more natural way (ya know... rigor mortis and stuff), and to make it somewhat harder for the player (heh) to put them where he wanted to.
The results were... not perfect but not as weird as they could be, it all worked just fine.


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