I can guarantee they will clip it all to shit and spread it among themselves like little cock demons. Would be funny if it weren't so sad, reminds me this campaign against Hasanpiker and his dog.
slowly getting back to it, making items absorb for performance! bonus: added a linetrace to prevent players from exploiting this to pull items through collisions like walls etc.
took a break and came back to redo my whole item system to use skeletal meshes instead of static meshes, why don't games have ragdoll items? i dont want a stiff fish i want a floppy fish! #indiedev#gamedev
#indiedev#gamedev finally figured out applying the velocity to a released object! the released velocity takes into account the objects weight, so that's fun! now we can toss fish from a boat to our coop buddies or throw a tantrum by throwing items everywhere!
#indiedev#gamedev i got some more stuff implemented, i even made the hold items mechanic better! players can grab and hold items that other players are holding!
#indiedev#gamedev had to totally rework my inventory system because it didn't replicate properly, WHAT A NIGHTMARE. although i did implement some really cool storage box preview widgets so you don't have to run around opening all your boxes.
Spent a lot of time getting everything replicated and working for multiplayer, what a headache. after i clean up this web of insanity i call a blueprint we can start adding new features! #gamedev#indiedev