THRUST//DOLL devlog 9: push to prototype
Here’s the latest devlog update for my game project THRUST//DOLL!
(For anyone new to the project, the concept is an acrobatic bullet-dodging speed game in which you’re a jet-powered disposable cyborg body sent into the strange biomechanical AI-created environment. Tech-wise it’s pure Unity DOTS/ECS as far as possible, which is to say the esoteric constantly-changing high-performance side of Unity, plus raymarched environments; I’m making all the models and animations as well. Huge project but it’s going pretty well..!)
What’s this one about? With a two week deadline looming to make some sort of presentable bare-minimum sketch of the game, I worked on getting nice animated wall kicks against my soft, smooth metaball levels. This involves such tricks using the distance from the wall to drive the animation “time” parameter, which I thought was a pretty neat idea.
This week I’m working on bullets. They’re looking pretty fancy! More on that soon…


















