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3:24 pm February 14, 2012
| quill18
| | Ontario, Canada | |
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| posts 449 |  
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Post edited 3:27 pm – February 14, 2012 by quill18
I've been very busy lately, especially with trying to learn EU3 and the other Paradox games, but I had time to get back to programming last night and added some more features:
- Completed the player's targeting system.
- You can now click your toolbar button (or use the number keys as shortcut) and enter targeting mode. You can use TAB to cycle between targets. It defaults to whatever you had targeted last time, or the closest enemy. Hit ENTER to end targeting mode and shoot the enemy.
- Enemies die when they run out of hit points.
- Refactored how AI vision works, for the millionth time.
- AI's keep realtime lists of all visible enemy and friendly targets, sorted by distance.
- AI's will chase their closest visible enemy. If they lose track of all targets, they will move to the last known position.
- Modeled a basic ship module "room" (a room is about 5x5 "tiles" big) and made a "ship" out of them (in a 3x3 configuration) to walk around in. Tested out mesh colliders for the wall/floor physics and everything feels perfect.
- Added a "faction" system for friend-or-foe identification. Right now, the player is team 0 and everything else is team 1, but we could make things far more interesting, going forward. Creatures without factions are hostile to everything.
Next up:
- Make AI units damage their enemies (right now, by bumping into them and meleeing)
- Add real pathfinding (right now they just move directly towards their target, which works surprisingly fine because they always have line of sight to their target — but we will probably want AIs to be able to wander around, and maybe react to unseen sounds)
Next Next Up:
- Create a system for more interesting and varied attack types, both in terms of result (typed damage, damage over time, status effects) and visuals (instant beams and bullets with travel time, as well as melee visuals for slashes and thuds)
- Feedback for health, both for the player and other creatures
- Some kind of "death" animation. For now, spawn some simple cube "gibs" and have then get flung far and wide for a dramatic physics effect, which should look cool with the pausing.
- Create a system for creating creatures and their abilities via XML or YAML configuration files
Once we complete the Next Next Up phase, we've reached the point were we have created a single level, sort-of tactical arcadish game. Like a mini Gauntlet or something. Assuming half-decent level generation and a bit of added content, it could actually be fun to play as-is.
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I'm just a dude with Fraps and too much spare time.
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12:44 am February 15, 2012
| Cazee09
| | Indiana, USA | |
| Member | posts 51 | |
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Post edited 12:54 am – February 15, 2012 by Cazee09
lol. if the creatures are any bit as creepy as the ones in The Mist(Movie)…then this is gonna be fun…:D (of course after thing are developed further)
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I don't know what I'm talking about. :o
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2:17 pm February 15, 2012
| quill18
| | Ontario, Canada | |
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Well, I'm using "creatures" to mean anything that can take actions. That might be alien monsters, but also other humans and droids and such.
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I'm just a dude with Fraps and too much spare time.
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2:23 am February 16, 2012
| Cazee09
| | Indiana, USA | |
| Member | posts 51 | |
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yah I understand.
but I think the darkness plus a creepy looking "monster" would cause something on the lines of someone walking around the corner and they see some kind of organism with fangs for a mouth pincers on the top of its head stinger 6 legs with crab like claws in the end,spines all over. colored a dark shade of scary…I think that would cause some wtf is that thing moments…:D…
Soo, if any models are made can we just send them to you? with textures and animations or what not?…I'm not totally keen on how git works so I am afraid to mess with it…but emailing is easy enough?
I will try and make something this weekend and learn about animating and creating textures for it since I hear unity works well with blender…(I'm not sure if you want animations/textures as of current?…bet you probs do though?…)
This is gonna be fun (I'm not a pro though…lol)
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I don't know what I'm talking about. :o
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12:20 pm February 16, 2012
| quill18
| | Ontario, Canada | |
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| posts 449 |  
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Yes, absolutely, emailing them to quill18@towerdive.com is fine!
We still don't know what the art direction will be, so anything you send will help set the theme!
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I'm just a dude with Fraps and too much spare time.
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12:20 pm February 16, 2012
| quill18
| | Ontario, Canada | |
| Admin
| posts 449 |  
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Yes, absolutely, emailing them to quill18@towerdive.com is fine!
We still don't know what the art direction will be, so anything you send will help set the theme!
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I'm just a dude with Fraps and too much spare time.
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10:31 pm February 18, 2012
| Cazee09
| | Indiana, USA | |
| Member | posts 51 | |
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Hows it look? (yes I know it needs hands feet and his head looks like a cube…:D)
I will try and finish it today and would like to get some feedback.
once I have it done I will look into texturing and animating. but Idk if it is too highpoly?…
I think it is around 800 poly. prob little less though…if it is top down view though you could probubly make it more boxy though?…
anyway…what yall think 
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I don't know what I'm talking about. :o
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3:40 pm February 21, 2012
| quill18
| | Ontario, Canada | |
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Nice stuff! All indications to date seem to indicate that this poly count is totally fine.
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I'm just a dude with Fraps and too much spare time.
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3:12 am February 22, 2012
| Cazee09
| | Indiana, USA | |
| Member | posts 51 | |
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Yah I have his hands and feet (more like soes though :D) and all i need to do is shape them a litle more wich will take about 4 more hours and then he should look like a person…or atleast that is the goal…prob more like 2 hours…idk…but um…friday…I will see what i can do as in have it sent to you with some kind of texture and some animations…
also are we allowed to use the texture paint tool to paint?…and then save the image as some kind of a picture…and use that? or is that like some kind of violation to some rule…:o…because the whole painting on it thing is preety easy and you can save as an image…?:o
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I don't know what I'm talking about. :o
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1:49 pm February 22, 2012
| quill18
| | Ontario, Canada | |
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| posts 449 |  
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I really have very little experience with texturing and with the built-in paint tools, but I'm guessing that this would probably work okay.
If in doubt, download Unity (it's free) and see if you can import your model into it.
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I'm just a dude with Fraps and too much spare time.
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9:39 pm February 22, 2012
| Cazee09
| | Indiana, USA | |
| Member | posts 51 | |
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yah you can save it as an image. basically paint in th ecolors with the blender texture paint and then details with other programs like paint.net I guess. and I bet gimp 2 can work too as long as you save as a common file type.
This guy is more or less a practice run…when I started modeling I didn't expect for it to shape as well as it did lol.
Is there anything that could need modeling after this? or shall I work on some kind of little basic enemy unit…litle bug or robot or something…:o
I will try and finish the modeling of him tonight. I will put a picture if I do…
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I don't know what I'm talking about. :o
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