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891578 Posts in 33550 Topics- by 24787 Members - Latest Member: millyquezada

June 20, 2013, 02:11:02 AM
TIGSource ForumsDeveloperFeedbackDevLogsMidnight Ninja (3/4/12 Unlimited City Generator!)
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Author Topic: Midnight Ninja (3/4/12 Unlimited City Generator!)  (Read 1163 times)
laxwolf
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« on: February 18, 2012, 07:06:10 PM »


BRAND NEW VIDEO (2/18/12)
Link: http://www.youtube.com/watch?v=2VCs6JP5ESw&feature=youtu.be



Feature Change Log:
- Basic enemy (2/12/12)
- Blood and gibs (2/12/12)
- Test weapon (2/13/12)
- Damage box (2/13/12)
- Blood on hit (2/13/12)
- Critical hits while in air (2/13/12)
- Ultra critical hit in surprise attack (2/13/12)
- Extra damage for throwing knives (2/13/12)
- Awareness towards thrown knives (2/13/12)
- Hand to hand combat (2/16/12)
- Random damage on hit (2/16/12)
- Crouching feature added (2/17/12)
- Stealth attacks with ultra critical hits (2/17/12)
- Fixed double knife glitch (2/17/12)
- Added dynamic slowdown function (2/17/12)
- Fixed mouselook script error (2/17/12)
- Double jump feature added (2/17/12)
- Added ladder climbing (2/17/12)
- Added fall velocity for height death (2/17/12)
- Added water to break fall and added buoyancy (2/17/12)
- Player death now has gore, gibs, and blood effects (2/18/12)
- Player death effects now match the player character (2/18/12)
- Movement in air is slowed as velocity increases (2/18/12)
- Player can now sneak jump attack enemies (2/18/12)
- Smoke bombs added (2/18/12)
- Property that tells enemies to stop chase when in smoke (2/18/12)
- Added stair climbing (2/18/12)
- Throwing stars added with animations (2/19/12)
- Throwing stars no critical or ultra critical hits (2/19/12)
- Throwing stars have random flight path (2/19/12)
- Throwing stars have ammo counter/10 stars per pickup (2/19/12)
- Any weapon can be disarmed/dropped (2/19/12)
- Katanas added (2/22/12)
- Katana has charge up dash attack, does ultracrits (2/23/12)
- Reworked Procedural City Generator, now handles unlimited structures (3/4/12)


- Fix the mass of objects ()
- Climbing claws for scaling large walls ()
- Wall running ()
- Kamas ()
- Chains ()
- Pistols/SMGs ()
- Foliage ()
- Pre-made buildings for random city generator ()
- City generator ()

Information:

Hello! This is my current work in progress for the Blender Game 2012 Summer Competition.

I just started a fun (soon to be tactical) first-person ninja combat game. You can choose to stab with your weapons or throw them, and enemies can disarm you. There will be hand to hand combat, knives, throwing knives, katanas, throwing stars, kamas, and chains.

The whole point is to make an open, dynamic, and most importantly, fun-to-play melee combat game.
« Last Edit: March 04, 2012, 03:16:37 PM by laxwolf » Logged

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Jasper Byrne
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« Reply #1 on: February 18, 2012, 07:34:04 PM »

Looks fantastic, the feel of the movement seems nice, like the art.  Looking forward to it.
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happymonster
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« Reply #2 on: February 19, 2012, 02:25:53 AM »

Looks great! Are you going to add kicks as well as punches? Smiley
« Last Edit: February 19, 2012, 04:28:03 AM by happymonster » Logged

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Franklins Ghost
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« Reply #3 on: February 19, 2012, 04:13:18 AM »

This looks like so much fun  Kiss
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laxwolf
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« Reply #4 on: February 19, 2012, 08:32:41 PM »




Hey everyone, new things for today. Here's the complete development log for 2/19/12!
- Throwing stars added with animations (2/19/12)
- Throwing stars no critical or ultra critical hits (2/19/12)
- Throwing stars have random flight path (2/19/12)
- Throwing stars have ammo counter/10 stars per pickup (2/19/12)
- Any weapon can be disarmed/dropped (2/19/12)
- Experimented with architecture, found a working universal scale (2/19/12)


Looks fantastic, the feel of the movement seems nice, like the art.  Looking forward to it.

Thanks a lot! Glad you're looking forward to it.

Looks great! Are you going to add kicks as well as punches? Smiley

Thank you! I had kicks in, they replaced your punches while in air, but ended up kind of useless. I'll reconsider possibly but it's not on my list for now.

This looks like so much fun  Kiss

Thank you, it is a lot of fun! I've let some close friends play it and they were enjoying it.
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« Reply #5 on: February 19, 2012, 10:36:43 PM »

This looks really neat.  Smiley
I'll be watching to see where you go with this.
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happymonster
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« Reply #6 on: February 20, 2012, 12:26:09 AM »

Perhaps kicks could push enemies back a bit to give you more space when fighting multiple enemies?
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laxwolf
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« Reply #7 on: March 04, 2012, 03:15:26 PM »


Wow, the generator is unbelievable now. I made the city generate procedurally and did one more simple trick just to see if I could optimize the generator a little more, and it solved every problem. I've only tested with 57600 buildings but I assume since there was no profile difference between 1600 and 57600 buildings, it's safe to say that the city size is infinite. All Logic - 60 FPS with 56700 buildings.



I'm really happy, Midnight Ninja is going to be epic!

I'm going to optimize more and start pumping out a lot more structures.
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« Reply #8 on: April 18, 2012, 10:31:02 AM »


Wow, the generator is unbelievable now. I made the city generate procedurally and did one more simple trick just to see if I could optimize the generator a little more, and it solved every problem. I've only tested with 57600 buildings but I assume since there was no profile difference between 1600 and 57600 buildings, it's safe to say that the city size is infinite. All Logic - 60 FPS with 56700 buildings.



I'm really happy, Midnight Ninja is going to be epic!

I'm going to optimize more and start pumping out a lot more structures.

Wow, that's impressive. I'm excited for the massacre I'm going to impose on these white ninjas Evil

So can you fill us in at all on what you mean by tactical? I already saw in the video you added a stealth element, what else can we expect?
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laxwolf
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« Reply #9 on: April 18, 2012, 01:10:08 PM »

Wow, that's impressive. I'm excited for the massacre I'm going to impose on these white ninjas Evil

So can you fill us in at all on what you mean by tactical? I already saw in the video you added a stealth element, what else can we expect?

Thanks for the interest! What I mean by tactical is that you have many ways to approach a situation and you have to play smart to make sure you aren't slain right out of the gate. I've added many small elements to increase the variability of approaching an enemy (run up, sneak up, jump on, ranged attack, ect.)

once I get guns in, I'll add some more "tactical elements" such as action rolls and maybe even a stop time ability.
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« Reply #10 on: April 23, 2012, 06:51:29 AM »

This looks pretty awesome! Defiantly going to keep an eye on this one  Ninja
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