Human Fall Flat

Human Fall Flat

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Vesker Jul 10, 2016 @ 10:36am
Gang Beasts?
It looks identical to Gang Beasts, even the animations are identical, wtf?!
Is this dev somehow involved with Gang Beasts?
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Showing 1-15 of 22 comments
TheAsher Jul 10, 2016 @ 11:09am 
No this developer is not involved with the developer of Gang Beasts. I have to agree that some of the ragdoll physics are identical, but this game is more fun :P
FlatHuman  [developer] Jul 11, 2016 @ 12:00am 
Gang Beasts and Octodad were the triggers, showing that you can make a fully active ragdoll in 3D, not just use them for the death animation in FPS. But the most usefull information that drove me to the right direction on how to implement it was Overgrowth talk on procedural animation. It was Overgrowth that allowed starting experiments, although not much from the initial code is used anymore. As soon as I removed the keyframes and went fully procedural, it started looking much like Gang Beasts. Initially I was afraid that people will start comparing to Gang Bests too much, so I rewrote the animation system from the scratch 3 times, using very different approaches trying to fight that, but the end result was pretty much the same every time. I guess it has something to do with how Unity handles physics and joints.

Then I realized that it's not actually a problem - GTA V is extremely similar to any FPS game in terms on animation, but it never raised any questions - just because we are so used to how all the games with the partially active ragdolls behave. And with so little fully active ragdoll games available (GangBeasts, Octodad) no matter what you do you will always be compared to one or the other. As both are great games it's an honour to be compared to.

In case you're interested, the inspiration for the game (not the animation) comes from Portal and Limbo. So yes, most of the games are not made in vacuum and it would be silly to deny that. The job of a game designer is taking all the decades of gaming history and crafting totally new experiences on top of that. With the "new experiences" part certainly being the main point. Not doing that is a crime to humanity.
Vesker Jul 11, 2016 @ 2:19am 
Originally posted by NoBrakesGames:
Gang Beasts and Octodad were the triggers, showing that you can make a fully active ragdoll in 3D, not just use them for the death animation in FPS. But the most usefull information that drove me to the right direction on how to implement it was Overgrowth talk on procedural animation. It was Overgrowth that allowed starting experiments, although not much from the initial code is used anymore. As soon as I removed the keyframes and went fully procedural, it started looking much like Gang Beasts. Initially I was afraid that people will start comparing to Gang Bests too much, so I rewrote the animation system from the scratch 3 times, using very different approaches trying to fight that, but the end result was pretty much the same every time. I guess it has something to do with how Unity handles physics and joints.

Then I realized that it's not actually a problem - GTA V is extremely similar to any FPS game in terms on animation, but it never raised any questions - just because we are so used to how all the games with the partially active ragdolls behave. And with so little fully active ragdoll games available (GangBeasts, Octodad) no matter what you do you will always be compared to one or the other. As both are great games it's an honour to be compared to.

In case you're interested, the inspiration for the game (not the animation) comes from Portal and Limbo. So yes, most of the games are not made in vacuum and it would be silly to deny that. The job of a game designer is taking all the decades of gaming history and crafting totally new experiences on top of that. With the "new experiences" part certainly being the main point. Not doing that is a crime to humanity.
Perfect response. The game looks like a ton of fun :trainbowbarf: Added it to my Wishlist, waiting for the release :happy_creep:
Ives Jul 12, 2016 @ 10:24pm 
Originally posted by NoBrakesGames:
Gang Beasts and Octodad were the triggers, showing that you can make a fully active ragdoll in 3D, not just use them for the death animation in FPS. But the most usefull information that drove me to the right direction on how to implement it was Overgrowth talk on procedural animation. It was Overgrowth that allowed starting experiments, although not much from the initial code is used anymore. As soon as I removed the keyframes and went fully procedural, it started looking much like Gang Beasts. Initially I was afraid that people will start comparing to Gang Bests too much, so I rewrote the animation system from the scratch 3 times, using very different approaches trying to fight that, but the end result was pretty much the same every time. I guess it has something to do with how Unity handles physics and joints.

Then I realized that it's not actually a problem - GTA V is extremely similar to any FPS game in terms on animation, but it never raised any questions - just because we are so used to how all the games with the partially active ragdolls behave. And with so little fully active ragdoll games available (GangBeasts, Octodad) no matter what you do you will always be compared to one or the other. As both are great games it's an honour to be compared to.

In case you're interested, the inspiration for the game (not the animation) comes from Portal and Limbo. So yes, most of the games are not made in vacuum and it would be silly to deny that. The job of a game designer is taking all the decades of gaming history and crafting totally new experiences on top of that. With the "new experiences" part certainly being the main point. Not doing that is a crime to humanity.
Oh nice! I didn't know OverGrowth was some of your inspiration! That's pretty cool. :D
Gavin Keeney Jul 14, 2016 @ 9:11am 
Originally posted by NoBrakesGames:
Gang Beasts and Octodad were the triggers, showing that you can make a fully active ragdoll in 3D, not just use them for the death animation in FPS. But the most usefull information that drove me to the right direction on how to implement it was Overgrowth talk on procedural animation. It was Overgrowth that allowed starting experiments, although not much from the initial code is used anymore. As soon as I removed the keyframes and went fully procedural, it started looking much like Gang Beasts. Initially I was afraid that people will start comparing to Gang Bests too much, so I rewrote the animation system from the scratch 3 times, using very different approaches trying to fight that, but the end result was pretty much the same every time. I guess it has something to do with how Unity handles physics and joints.

Then I realized that it's not actually a problem - GTA V is extremely similar to any FPS game in terms on animation, but it never raised any questions - just because we are so used to how all the games with the partially active ragdolls behave. And with so little fully active ragdoll games available (GangBeasts, Octodad) no matter what you do you will always be compared to one or the other. As both are great games it's an honour to be compared to.

In case you're interested, the inspiration for the game (not the animation) comes from Portal and Limbo. So yes, most of the games are not made in vacuum and it would be silly to deny that. The job of a game designer is taking all the decades of gaming history and crafting totally new experiences on top of that. With the "new experiences" part certainly being the main point. Not doing that is a crime to humanity.
Oh, that's awesome :)
Rich Apr 27, 2017 @ 7:51am 
Originally posted by NoBrakesGames:
Gang Beasts and Octodad were the triggers, showing that you can make a fully active ragdoll in 3D, not just use them for the death animation in FPS. But the most usefull information that drove me to the right direction on how to implement it was Overgrowth talk on procedural animation. It was Overgrowth that allowed starting experiments, although not much from the initial code is used anymore. As soon as I removed the keyframes and went fully procedural, it started looking much like Gang Beasts. Initially I was afraid that people will start comparing to Gang Bests too much, so I rewrote the animation system from the scratch 3 times, using very different approaches trying to fight that, but the end result was pretty much the same every time. I guess it has something to do with how Unity handles physics and joints.

Then I realized that it's not actually a problem - GTA V is extremely similar to any FPS game in terms on animation, but it never raised any questions - just because we are so used to how all the games with the partially active ragdolls behave. And with so little fully active ragdoll games available (GangBeasts, Octodad) no matter what you do you will always be compared to one or the other. As both are great games it's an honour to be compared to.

In case you're interested, the inspiration for the game (not the animation) comes from Portal and Limbo. So yes, most of the games are not made in vacuum and it would be silly to deny that. The job of a game designer is taking all the decades of gaming history and crafting totally new experiences on top of that. With the "new experiences" part certainly being the main point. Not doing that is a crime to humanity.

Thanks for this developer insight, it's really fascinating!
Youtuber May 7, 2017 @ 12:16am 
Well GTA V is a AAA title and this game is a simple mechanic game. GTA V is not "extremely similar" to any fps game because it is Third Person. Grand Theft Auto 5 has amazing animation that is both realistic and nothing like a "FPS Game" Your walking animation is clunky and walking half of the time is impossible. Climbing small stairs and hardly working at all. Grand Theft Auto V's ragdoll effect isn't only for death. Saints Row is a great game to talk about active ragdolls because of its Insurance Fraud minigame. Look at that and compare it to your horrible game.

Overgrowth is 10x the game this'll ever be. This game has no story, No Plot and is full of glitches and bugs. This game is like a lower quality goat simulator. It may seem like a fun game but what it really is, is a sad excuse. Game is unfinished and should only be 5 dollars maximum.

You as game creaters who also made the horrendous mistakes like Pocket Sheep and Signals.
Poor quality games by poor quality creators. Hopefully you're making money so you can update the game and make a game that is higher quality and less like a game jam 24 hour game. Also... Dont you dare belittle better games. You're games are low quality trash that aren't thought out. This game is not funny and is not fun in itself. The people who play the game make the fun themselves. I didn't have fun at all with this game until I started making my own fun.

Now lets talk about Curve Digital... Your game publisher. They also published Manuel Samuel... Now Manuel Samuel is a good game! It has story, A funny main character, It is actually challenging and funny! Then look at your game, A bland character, no story. The only good thing about this game is the narrorator. But narroration is annoying in movies and especially in games. You're doing a horrible job at trying hard to be as funny as The Stanley Parable but not doing so great. Now look at the Curve Digital website. When you first get onto the homepage it is on Human Fall Flat, but about 3 seconds later it switches to Manuel Samuel... The actual good title they've published. Now lets see... How about the Games tab? Wow... Human Fall flat is put 4th on the page... 1st is Manuel Samuel, A funny game... 2nd is Dear Esther, a beautiful game... 3rd is Hue, An amazing puzzle adventure game with amazing story AND finally in 4th, Human Fall Flat, A game with no atributes as the listed above.

Now the descriptions of the games on each page... Most of them are only 1-3 paragraphs explaining what the game is... I read these few paragraphs and think the game is great, Then on the Human Fall Flat page... 6 whole paragraphs trying to make me think that this horrible looking game might be good, but it still doesn't change my mind.

Also side note, your character is unoriginal even in his name... This is quoting some text from your internet page, http://www.nobrakesgames.com/company/ (Here it is) "game in which you take control of builder Bob" Wow, A Builder named Bob... Never heard of that. You obviously purposefully gave your character no traits at all. I despise you and your company and I hope that your offices burn down and all your future and past games are destroyed and can never be made. (In a nice way of course :D) WARNING: THIS WAS CONSTRUCTIVE CRITICISM AND IF YOU ARE OFFENDED IN ANY WAY THEN YOU ARE A TRIGGERED SJW BABY.
Youtuber May 7, 2017 @ 12:19am 
Also I know my grammar is horrible. But I wasn't given the best education opportunity's as a young child so do not judge me. You don't know my life.
Youtuber May 7, 2017 @ 12:21am 
Also I may or may not have cancer, So if you try to spread hate to me just know that I may or may not have cancer,
Youtuber May 7, 2017 @ 12:22am 
I'd rather have cancer then play this game. Mostly because I could maybe get the Make A Wish foundation to get me to meet John Cena.
Youtuber May 7, 2017 @ 12:22am 
"Are You Sure About That?" -John Cena 2016 or 2015 I dunno.
Youtuber May 7, 2017 @ 12:23am 
I spent like 30 minutes researching and stuff to make that giant thing. Also I actually really like ur game its super funny, I just wanted people to get heated at a fake hater.
Youtuber May 7, 2017 @ 12:25am 
I wonder how many sweaty triggered keyboard warriors are gonna get heated about this.
Youtuber May 7, 2017 @ 12:26am 
I cant wait for all the keyboard warriors and weebs.
Youtuber May 7, 2017 @ 12:26am 
:steamsalty:BELOW THIS COMMENT IS A SAD EXCUSE FOR A HUMAN BEING:steamsalty:
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Date Posted: Jul 10, 2016 @ 10:36am
Posts: 22