Game Development So Far
Sorry for the two week delay in updates. I was on holiday last week so was focusing on quality family time. Any spare moment I had I decided to use it for coding rather than blogging as there’s is still a lot of development to get through!
So in my last update I said I was going to take a step back from UI design and focus on some other areas:
- Implement ragdoll physics for clients “failing” on equipment – This took up the majority of the first week. I used the built in Unity ragdoll wizard to set up the clients, however upon activating the ragdoll during game play I was getting some really weird behaviour. Clients were flying all over the place with their arms and legs going off in crazy directions. It made for some pretty funny moments but not what I was after. After some investigation I realised the collision boxes used for the ragdoll were overlapping. This meant they were trying to separate thus causing the weird behaviour. After some tinkering I resized the boxes to solve the issue:

After that I was able to start implementing clients failing on machines. so far it’s not looking too bad but could do with some polishing later on.

Excuse the complete disregard for other injured gym members!
- Add more equipment types – I’ve held off on this task until this week to focus on the other tow tasks which are trickier.
- Make clients wander around – The second week I moved onto trying to get the clients to wander around. This was achieved pretty quickly, it was a simple task of setting a random location for them to move to if they are idle for a certain amount of time. This gives more of an illusion of activity in the gym instead of everyone just standing around. The tricky part has come when I tried to implement collision avoidance, so that the clients avoid each other and obstacles. I’ve implemented raycasting for this (essential project a line out from the character and if it hits something it means there’s something in the way to avoid. However things are acting a bit weird:
This isn’t even that bad. At one point clients were phasing around the gym, floating, flickering and flying off in random directions. That behaviour was solved by reducing the raycast length i.e. it’s no longer colliding with things way too far away.
I’m getting closer and I think the issue is with the collision boxes from the ragdoll causing confusion. When I implement the code to ignore those hopefully it will fix the issue.
Time Management
So now all holidays are over it’s back to the regular routine. This weeks tasks are:
- Finish the fixes for collision avoidance
- Add more equipment
- Add animations for new equipment
Gym Empire is now available to add to your Steam Wishlist.
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