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TIGSource ForumsCommunityDevLogsHidden Asset (isometric stealth/assassination) LIVE ON KICKSTARTER!
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Author Topic: Hidden Asset (isometric stealth/assassination) LIVE ON KICKSTARTER!  (Read 66082 times)
Christian Knudsen
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« Reply #160 on: August 08, 2015, 03:18:27 AM »

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Laserbrain Studios
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Christian Knudsen
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« Reply #161 on: August 22, 2015, 07:25:11 AM »

The new melee combat system is done!

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Laserbrain Studios
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Christian Knudsen
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« Reply #162 on: September 11, 2015, 08:58:03 AM »

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Laserbrain Studios
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Christian Knudsen
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« Reply #163 on: September 28, 2015, 02:48:20 AM »



In this video, I start working on the remaining art assets for the second map.
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Laserbrain Studios
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Christian Knudsen
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« Reply #164 on: October 12, 2015, 02:17:46 AM »



The executive office (as well as some additional assets) are now done, so I do a bit of NPC scripting.
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Laserbrain Studios
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Christian Knudsen
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« Reply #165 on: October 26, 2015, 03:23:18 AM »



In this video, I take a small detour back to melee combat to fix some issues then sketch out the rest of the second map.
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Laserbrain Studios
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Christian Knudsen
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« Reply #166 on: October 31, 2015, 01:04:30 AM »

Having fun making highway billboards. The highway part of the 2nd map is just about done. No traffic yet, though.

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Laserbrain Studios
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Christian Knudsen
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« Reply #167 on: November 01, 2015, 04:36:04 AM »

Fallout has Nuka, Hidden Asset has Breeze. All games need their own brand of coke!

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Laserbrain Studios
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Christian Knudsen
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« Reply #168 on: November 09, 2015, 12:55:06 AM »



If the player's stealth level drops to zero, police should arrive on the scene and take up positions outside the building entrance, so I add that in this video.
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Laserbrain Studios
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Christian Knudsen
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« Reply #169 on: November 23, 2015, 02:31:51 AM »



I wasn't entirely pleased with the police arriving stuff shown in the last video, so I've polished that a bit more. I also made some new assets.
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Laserbrain Studios
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BlackseaOdyssey
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« Reply #170 on: November 23, 2015, 08:45:21 AM »

This looks great, what's the status of the demo you mentioned awhile back? Still plans for that?
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Christian Knudsen
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« Reply #171 on: November 23, 2015, 09:07:03 AM »

Thanks! Gentleman

I'll be doing closed alpha testing when I've finished the map I'm currently working on, as the first two tutorial maps/missions will then be in. Anybody can sign up for this closed alpha testing. I'll then be adding one more map (the game's hub area where you'll find your apartment and the pub where you get your assassination jobs), and that will be the demo done. I'll then be launching a Kickstarter campaign at some point with that demo.
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Laserbrain Studios
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Christian Knudsen
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« Reply #172 on: December 07, 2015, 04:12:57 AM »



I've expanded the code that handles arriving police cars to handle traffic in general, so in this video I go over what I did and demonstrate the traffic working (and also not working quite as well).
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Laserbrain Studios
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Christian Knudsen
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« Reply #173 on: December 12, 2015, 05:46:14 AM »

Pedestrians in Hidden Asset don't give a fuck...

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Laserbrain Studios
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Christian Knudsen
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« Reply #174 on: December 21, 2015, 10:09:11 AM »



Last development video of the year. I demonstrate the traffic fully working and pedestrians stopping for red lights, but I also just play part of the first tutorial mission to show some gameplay.
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Laserbrain Studios
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Christian Knudsen
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« Reply #175 on: January 18, 2016, 07:16:44 AM »



It's a new year, and here's a new development video! In this video, I show the improvements made to the gadget interface, and I also do a bit of scripting.
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Laserbrain Studios
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Christian Knudsen
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« Reply #176 on: February 01, 2016, 10:39:01 AM »



I mostly did bug-fixing in the past two weeks, which isn't all that interesting for a development video. So I instead show some of the new assets I've made. I also touch a bit upon how the 2D isometric rendering functions in Hidden Asset.
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Laserbrain Studios
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« Reply #177 on: February 02, 2016, 04:12:29 AM »

Really impressive looking game!  I love the isometric models and overall graphical style.  Interesting videos on your development progress too.

I'm working on my own lower resolution isometric game (see signature), it's a base-building / colony sim, but some of the graphic issues you faced I am/will be facing too.

I read that you do the object outlines using marching squares.  Do you pre-generate the outlines during game startup? I've implemented marching squares previously but thought it was too slow to do at runtime.  Maybe you do on the GPU in a shader?

I also notice that you show entities that move behind walls by 'fading out' the area of the wall that obscures them.  Thats' really nice!  Any tips/guidelines on how to do it? 
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« Reply #178 on: February 02, 2016, 04:25:08 AM »

This looks really promising! The overall graphical style reminds me a log of Jagged Alliance 2, which was one my favourite games growing up.

Keep up the great work!
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« Reply #179 on: February 02, 2016, 04:26:48 AM »

Looks good.

Can't help but get a project zomboid feel from it (thats not a bad thing though).
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