Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

877342 Posts in 32857 Topics- by 24297 Members - Latest Member: laffertyr

May 19, 2013, 09:00:06 AM
TIGSource ForumsDeveloperFeedbackDevLogsMael's Crew
Pages: 1 2 [3] 4
Print
Author Topic: Mael's Crew  (Read 12362 times)
ANtY
Level 10
*****


here i am to save the day... or wreck it


View Profile WWW Email
« Reply #30 on: April 21, 2012, 08:19:54 AM »



we're starting to think about the story and how to present it
Logged

peous
Level 2
**


Indie opportunist


View Profile Email
« Reply #31 on: April 21, 2012, 09:58:57 AM »

Pathfinding Smiley


Really I wasn't satisfied with free A* libraries for Unity Huh? I wrote my own from a sample, and well it looks nice ! I need to pass it to 3d but it shouldn't be too hard, as I wrote the lib !
Logged

ANtY
Level 10
*****


here i am to save the day... or wreck it


View Profile WWW Email
« Reply #32 on: April 24, 2012, 06:44:59 AM »

I guess that I should mention that we've officially announced the game and that we got featured on IGM without even mailing them, crazy!  Tears of Joy

Also seems like Reddit users like our project too Smiley

Cut-scene speed mockup:

Logged

Netsu
Level 10
*****



View Profile WWW
« Reply #33 on: April 24, 2012, 06:51:46 AM »

Congrats on the mention! The game is shaping up real nice, I like the bottom GUI, and the tower-defense-like premise seems interesting Smiley
Logged

peous
Level 2
**


Indie opportunist


View Profile Email
« Reply #34 on: April 24, 2012, 02:07:59 PM »

Modified the pathfinder to work in 3d  Kiss How does it works, you ask ? Yes, you do.
Hmmm ok !

- At start, the pathfinder analyses the level. It looks all gameobjects and defines bounds of the level (here the level is 17x4x12 squares).
- Then he builds a cache of where there are collisions or not, for fast path requests during the game. See it like a grid with black squares where there are things.
- Then he detects stairs and add links between floors (works more like an elevator right now)
- Then any friend or ennemy unit can make a request. Shortest path is detected, and automatically goes trough floors.

The result : The pathfinding grid, and a path between floors:

 Beer!
Logged

peous
Level 2
**


Indie opportunist


View Profile Email
« Reply #35 on: April 26, 2012, 08:11:38 AM »

Our first enemy (graphics are just placeholders), following a path.


You can also select one of the two units (green shadow) and move it. He follows pathfinding to reach his goal.
Logged

sabajt
Level 1
*



View Profile WWW Email
« Reply #36 on: April 26, 2012, 08:27:39 AM »

this looks great already.  neat reading about the 3d pathfinding stuff, thanks for posting that.   
Logged

peous
Level 2
**


Indie opportunist


View Profile Email
« Reply #37 on: May 08, 2012, 12:57:31 PM »

this looks great already.  neat reading about the 3d pathfinding stuff, thanks for posting that.
You're welcome. Feel free to ask any question in this thread or PM.

Here's the beginning of defenders AI. No animation now, but NCP logic is on its way.
Logged

peous
Level 2
**


Indie opportunist


View Profile Email
« Reply #38 on: May 21, 2012, 01:23:56 PM »

Added basic animation system, using this SpriteManager (a tutorial for those interested).



I'm ready for incoming spritesheets !
Logged

ANtY
Level 10
*****


here i am to save the day... or wreck it


View Profile WWW Email
« Reply #39 on: May 21, 2012, 02:36:29 PM »

I see what you did there :D

Hopefully I'll have something around the beginning of June. I still didn't figured out Adobe Flash yet and have a lot of stuff going on  Embarrassed
Logged

peous
Level 2
**


Indie opportunist


View Profile Email
« Reply #40 on: May 22, 2012, 12:58:23 PM »

^^ meanwhile... added blood when an ennemy is hit

(resource from powstudio)
Logged

Sire
Level 0
*


Writer by heart and hand.


View Profile
« Reply #41 on: May 22, 2012, 08:11:25 PM »

I just wanted to say that I will be eagerly watching this game's progress.

I actually came here for a different game, but after going through the DevLogs, I found this one.

It's looking great! Keep it up!
Logged
peous
Level 2
**


Indie opportunist


View Profile Email
« Reply #42 on: June 04, 2012, 02:32:03 PM »

Thanks !

Added possibility to switch texture sets from a single menu.

Introducing the starting level theme : "Necropolis"
More to come !
Logged

ANtY
Level 10
*****


here i am to save the day... or wreck it


View Profile WWW Email
« Reply #43 on: June 07, 2012, 07:44:28 AM »

Sketching goblin's side sprite so I can start animating, is it any good?



Logged

ANtY
Level 10
*****


here i am to save the day... or wreck it


View Profile WWW Email
« Reply #44 on: June 07, 2012, 04:37:24 PM »

Drawing everything on different layers so it'll be easier to animate, hope to learn some good technique for all this stuff some day  Grin

Logged

Pages: 1 2 [3] 4
Print
Jump to:  

Theme orange-lt created by panic