Prototype for a pseudo prediction-based dice rolling system. Unlike the VR autoaim I used in Waste Watchers, this prototype uses an accelerated physics scene to simulate the roll, then uses the results to prepare the dice in the realtime scene. After applying corrections, the dice follow the same path but can roll whatever number is needed. However, this system is way more resource intensive than what I used for VR (but it still runs relatively smoothly here, and the bulk of the calculations are within one frame and can be primed).

Essentially you can roll realistic looking dice rolls while allowing the pseudo-random generator (or any non-random process) to determine the result. Open the debug menu to modify what will be rolled, or erase it to continue with Unity's rng.

 The dice game itself is based on Farkle, but currently just singleplayer. I don't want to list out all the rules here because its kind of extensive, but you're basically trying to roll combinations of the same number and getting as high of a score until banking it. Don't worry too much about legal combinations, the game will take care of it.

Ideally I'd like to make an actual game using this dice system if I ever get around to it :)

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(+1)

this is a funny coincidence to me and only me