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NaturalValkyrie

Airplane Flight System

Flying with G-force blackout effects

Airplane flight system that uses fully custom physics pipeline (no roblox physics involved). Aerodynamic forces are computed on surfaces using lift/drag/torque coefficients with angle of stall modeling. Also has a constant-speed propeller simulation. Includes landing gear with custom suspension and ground handling and also G-force effects.

All features
fully custom physics (no Roblox physics) per-surface aerodynamic force calculation lift, drag, and torque from angle of attack stall modeling with smooth transitions constant-speed propeller with blade pitch governor air density varies with altitude mouse-aim flight instructor with keyboard overrides control authority scales with airspeed flap deployment in multiple stages landing gear with spring/damper suspension ground steering, braking, and lateral grip crash detection from hard landings or collisions G-force strain, blackout, and recovery plane guns with convergence and tracers networked replication with smoothing free-look camera and zoom runtime stat modifiers on all plane properties
Tank Driving & Suspension System

Driving, track animation, and suspension in action

Tank driving system with fully simulated drivetrain which includes engine torque curve, clutch, gearbox, and differential drive per-wheel tire physics. Each wheel has its own spring-damper suspension. The tracks wrap around road wheels and rollers on centripetal catmull-rom splines and clamp to the ground with spherecasts and they lose tension at low speed, and deform through bones.

All features
engine with torque curve lookup clutch with slip and lock modeling automatic gearbox with shift timing differential torque distribution per-wheel tire forces (longitudinal + lateral slip) spring-damper suspension with rebound limiting anti-roll bars skid steering with variable turn radius neutral steer at low speed spline-based track animation with bone deformation track ground clamping via spherecasts dynamic track sag based on speed road wheel and upper roller visuals follow suspension networked replication with spring length smoothing forward/reverse with automatic gear switching braking with rolling resistance
3rd Person Gun System

Spring recoil, raycast crosshair, ricochet, penetration.

Automatic weapon tracers and suppression mechanic

Automatic weapon spread and spring-based recoil

Third person firearm system with procedural recoil and per-axis kick and recovery. Has a raycast crosshair with a spread/bloom system that builds up as you fire and settles when you stop. Also has bullet penetration and ricochet behavior with unique behaviors per material, hit angle, etc.

All features
client-predicted, server-validated hits dual bullet simulation (client + server) spring-driven recoil per axis spread builds while firing, settles when idle bullet penetration through thin surfaces ricochet based on hit angle and material damage drops off with distance and velocity suppression effects when rounds land nearby bolt-action cycling and reload types fire mode switching crosshair shows current spread runtime stat modifiers on any weapon property bleed/fracture/shock on hit
Artillery System

Firing from an emplacement at range

Impact effects up close

Crew-operated artillery system with real custom ballistic trajectories. The blasts from artillery have multiple damage zones also with line of sight checks for each limb so cover actually matters.

All features
real ballistic trajectory solving high/low arc selection adjustable powder charges shell dispersion at range three blast zones (lethal, frag, concussion) line-of-sight checks per limb cover actually blocks damage crew roles with multi-step loading overcharge backfire risk incoming whistle with speed-of-sound delay camera shake on impact causes bleeds, fractures, and shock
Health & Medical System

Artillery impact damaging limbs and applying shock, then bandaging to stop bleeds

Health inspection UI showing blood and per-limb status, bleed screen effects, and bandage application

Limb-based health system with blood levels. Hits can cause bleeds that drain blood over time and fractures apply other stat penalties such as movement speed debuffs. If a limb reaches 0 health then leftover damage to it spills into whatever's connected to it. If torso goes to zero you are incapacitated, damage from torso spreads to head and if head goes to zero you are dead. Bandages and other medical tools target specific limbs and are meant to heal specific things, each with their own animation. The system has immersive effects as seen in the videos above such as shock, pain, effects from low blood, etc.

All features
six independent limb health pools blood volume drains from bleeds bleeds with light/moderate/severe tiers fractures apply stat penalties pain and shock build up and decay over time damage spills into connected limbs head/torso destruction is fatal bandages applied per-limb with unique animations all medical actions validated server-side screen overlays, desaturation, ear ringing on low blood camera shake and vignette from shock inspect mode highlights limbs by condition health saved and loaded per character slot
Dynamic Rain System

Sound recommended

Rain system with three intensity levels that knows whether you're indoors or out. Rain still renders outside windows but the audio muffles when you step inside. Wearing a hood or cloak adds fabric sound layers on top. Thunder, post-processing, and vision effects all shift with the weather and your current shelter.

All features
three intensity levels only renders particles in view splashes on ground surfaces detects roofs and shelters audio muffles when indoors hood/cloak fabric sounds layer on top dynamic thunder smooth transitions between states post-processing shifts with weather
Spotify / Last.fm Integration

Live-updating track display above player head and profile viewing

Music Integration UI

Viewing other player's profile with compatibility rating

Shows what you're listening to above your character in real time. Click on someone to see their top artists, tracks, albums, and a compatibility score based on how much your taste overlaps. Name colors change with playtime. Runs on a custom backend with caching and rate limiting.

Hex Map Generator

Procedural hex map generator inspired by Civ 6. Continents grow from seeds and can form archipelagos, isthmuses, peninsulas. Inland lakes, elevation, and climate get layered on after. Generation is controlled through data presets so nothing is hardcoded.

Front End UI Stuff
Discord naturalvalkyrie · 515834258896715788