Links
reflections, progress updates, and documentation of my game design work.
Final integration pass with the team, stress-tested the full flow, caught edge cases, and made sure everything was stage-ready.
Pulled together branches, coordinated demo flow, and made sure all the pieces actually work together instead of just in isolation.
Rewriting paddling so the blade's real position drives everything, server validation, hull-aligned force, zone-based turning, and mirrored stroke animations.
Fixing the one-frame hand lag, snapping held objects to a proper grip point, and hardening the networking so the paddle doesn't ragdoll through the boat.
Making the paddle a proper floating networked world object, convex hull mesh, buoyancy tuning, and why it matters that you can actually recover it.
Replaced the manually cleaned boat mesh with a proper Blender-generated convex hull for the buoyancy simulation.
Replacing the 4-point float system with a proper mesh-based buoyancy simulation using Archimedes' principle and hydrostatic pressure.
Adding player-weight-based boat tipping using buoyancy points and a trigger collider.
Arms smuggling penguins, friendslop fun :)
How I procrastinated on my actual work by building a whole website, featuring a 3D glass cube I definitely spent too long on.