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1411125 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 01:01:52 PM

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1  Community / DevLogs / Re: Poikolos [Tactics/TurnStrategy] on: March 17, 2018, 07:40:35 PM


One of the gimmicks of the game was meant to be that the characters transform to gain abilities, and that this would tie into character development, the larger story, and tactical decisions during play.

To that end, spent some time working on on of the characters, Sunhee and her red transformation 'Mantis' (there are some red ones, I swear). Sunhee's personal struggles have always been about feelings of insignificance and discomfort in her own skin, so her transforms are various insects to reflect those insecurities.

Sunhee has undergone some redesign, so Mantis will need some changes to make it clearer this was the same person. Right now she just looks white, which is confusing. So, still work to be done, but I do like that hop.
2  Community / DevLogs / Re: Poikolos [Tactics/TurnStrategy] on: March 02, 2018, 12:38:28 AM


Pause menu. Starting to play with animating and designing my menus a little more actively.

Want to do something more interesting with the turn end button, make it harder to click accidentally. (hold for a quarter second to confirm)
3  Developer / Design / Re: Game Development as An Art Form on: January 16, 2018, 11:53:59 AM
In a lot of ways I'm definitely scared more of succeeding at making a game that tells the wrong message
than failing to produce a game at all.

That's not sensible though, the audience brings so much of their own perspective to any work. None of us can really control it.
Glad you have a good attitude about folks engaging with your game. Keep at it.
4  Developer / Design / Re: Pitch your game in 88 characters or less! RIGHT NOW! on: January 16, 2018, 11:46:34 AM
So I ain't ever gonna finish it but...

Strategize, agonize, fail. Is Thor in charge of Semiconductors? Are you a bad person?
5  Community / DevLogs / Re: Poikolos [Tactics/TurnStrategy] on: January 15, 2018, 07:58:35 PM


Feedback is that the game is not in a presentable state, and it would be worth tackling a few items on the usability list. Trying to prioritize.

I am eventually going to be extending the map objectives behavior to allow configurable win conditions per map.
Which means I need to add some clarity, not only for what the objectives are on the current map, but what objectives were cleared in victory.

(this will allow me to add optional objectives)

To start, I just took a moment to flash the player current objectives on battlestart&restart. Some players felt it wasn't clear that losing a single unit is a lose condition.
6  Community / DevLogs / Re: [Tactics/TurnStrategy] Poikolos on: January 11, 2018, 07:37:46 PM
I've hit my personal cut off point for working on the game.

I'm going to step back for a minute and focus on work stuff.

In the meantime, you can play the alpha here
https://z0lly.itch.io/poikolos

Please let me know if the PC build doesn't work. I have a feeling the shaders... may not.

Here's are some characters in various states of progress
7  Community / DevLogs / Re: [Tactics/TurnStrategy] Poikolos on: January 02, 2018, 03:04:14 PM
Moved a bunch of the map editor into the scene view.

Might break this out into a module and chuck it into the Asset store, but I'd have to clean it up a lot first. The video is a bit jacked up, but... I don't want to fix it while there's other stuff to do.

8  Community / DevLogs / Re: [Tactics/TurnStrategy] Poikolos on: December 15, 2017, 01:23:30 PM
I'm refactoring and extending my Map editor.

I dislike my old solution which rendered mapData in the inspector, which was okay... but left me with limited screen real estate to allow for more editing features.

I'm Extracting my map editor into a plugin, moving the editing into the Scene View, and starting to add and sync more to the serialized map save. Slow going because I keep thinking about what features I might need this to fulfill down the line, instead of what I need it to do right now.

What I really need to be focused on is ONLY getting mapObjectives into the individual level editors, adding a win/lose dialogue hook, zone occupancy win condition, and a few additional unit prefab override attributes.

I've also got a few character illustrations I'm in the process of flat color and slicing up for animation prep. They'll be rush jobs, I will have to probably come back for another quality pass down the line.


Finally, trying to learn what my options are for projector shaders. Objective is to swap out my individual circular cursors with a bordered zone cursor. Should reduce screen clutter... I'm hopin'
9  Community / DevLogs / Re: [Tactics/TurnStrategy] Poikolos on: December 06, 2017, 01:20:58 PM
I am not so great at animations, trying to get a bit better.

Working my way slowly through a redone attack animation for the first antagonist.


It's passable but I think it's missing something that would really wow you. Maybe a better wind up? Some deformed inbetween frames?
10  Jobs / Collaborations / Animations and in-betweens [spine], visual effects, gui art on: December 05, 2017, 12:40:05 PM
Hey, working on a project. Scrambling to get an alpha demo ready by end of year. Check my siggy for the link [Poikolos]

It's just me. Animating is a pain in the butt, and my in-betweens especially are no good.

Also, I've got halfway to zilch on attack/ability effects. Basic quality of life stuff. I can do a lot of this stuff... but there's no way I can do ALL of it, you know?

I am willing to teach, and provide licenses if you're serious. Hit me.

11  Community / DevLogs / Re: [Tactics/TurnStrategy] Poikolos on: December 05, 2017, 11:41:44 AM
I'd been lazy and put off setting up a way for my levels to 'unlock' when progressing through the game.

Here's a draft of the hub/worldmap zone. Greyed out stars are 'locked' until prior levels are cleared. Might be nice if I show some visual indicator of levels which are finished, or connected... will do that later. I also need to get some glow outlines on the TextMeshes, I know.

12  Community / DevLogs / Re: [Tactics/TurnStrategy] Poikolos on: December 04, 2017, 05:10:22 PM
I'm trying to get the playable demo out by end of year...
meantime I need to start putting together promotional materials / character teasers.

The nature of a parasite is that it consumes, it does not produce. It's burden, it's waste.

You live in a time of unprecedented privilege, build on the labor of a thousand generations that labored and suffered before you.

Prove to me that you deserve it.
The truth is, every misfortune you've suffered has been your own fault.
In malice, in negligence, you've done your damnest to hurt the people you love.

Isn't it virtue to punish the guilty? Wouldn't you say self destruction is the only real justice?
You've put your faith in the future. Evasion, desertion, cowardice. This is your time, your generation, your prime. Whatever failings, whatever sins your society is guilty of, they are your own inadequacies.

When your children pass judgement on you, will you really have done better? Been better?
The worst part is... they don't love the real you. They love someone else: the performance. Your facade.

They will despise the real you, if you show them. How hard is it to live a lie until the day you die? Is it wrong you know it's worth it?
It wasn't Destiny, it was a roll of the Dice.
When two people love each other very, very much... can they make a calamity together?
13  Community / DevLogs / Re: [Tactics/TurnStrategy] Poikolos on: August 31, 2017, 11:10:48 AM
I took a distracted moment and made an animated surface shader. It's a basic flip-book style animation from an image, with a second offset to give some break-up.




And here's the shader itself if ya wannit.
https://github.com/drzaal/spookyRiverShader

Some required improvements: I doesn't follow the rotation of the camera yet, which would be nice. It also doesn't entirely create the illusion of depth I wanted it to.
EDIT: It follows the camera now. Still a problem with depth-sort.

Let me know if you have questions!
14  Community / DevLogs / Re: [Tactics/TurnStrategy] Poikolos on: August 24, 2017, 01:07:57 PM
Working on Dialogue stuff.

If I was a sensible person I'd just have dropped 60 bucks on something from the asset store and called it a day. But I'd really like to get better at extending the Unity Editor.

So you can see, it's nothing special now. You write and edit dialogue scripts with the editor, save/load delete etc. One nice thing is that I'm using Fountain.io as the format for my dialogue script syntax, so you should be able to pipe in a properly formatted TV/Movie screenplay, and it will parse as a valid script for your game.

Then I do pretty typical dialogue stuff. It'll be nice to reuse my Spine animated characters from battle in dialogue stuff. Give them some motion. I'm sure I'll hit resource problems down the line but it seems fine so far.



15  Community / DevLogs / Poikolos [Tactics/TurnStrategy] on: August 21, 2017, 03:01:27 PM
Working on a game. Tactics / Turn-Strategy. Single-player, linear narrative.

Elevator Pitch - Disgaea-like turn planning. No random number generators, just strategy. Heavy focus on 'zone' or position control to win. Illustrated, animated characters. Story influenced by Gnosticism (unfalsifiable), Quantum Mysticism (debunked), and world mythology.

I intend (at least I plan) to make parts of my toolsets publicly available. I at least hope to get my Map editor, and my Fountain.io dialogue parser out in the wild.

16  Developer / Technical / Re: Flocking Algorithm Permutation Question on: April 23, 2012, 10:11:58 AM
Very cool, I'm thinking of using an octree to facilitate keeping my interaction checks down as I've already hit performance issues. I'm looking at the fuzzy clustering articles now.

My original intention was to have a 3Vector which represented cultural affiliation. Objects which were close together in 'culturespace' would modify their clustering force to tuck up tighter together. Objects beyond a certain cultural bound would force apart.

also the culture x, y, and z   color the object as r, g, b

I used this factor as a force multiplier:

alpha (beta + dot (c1, c2) ) / (beta + | cross (c1, c2) | )

But it just never seemed to work. Clusters re-colored erratically, to the point where I now have more of a screensaver than a model!
17  Developer / Technical / Re: An alternative to the traditional game loop. on: April 23, 2012, 07:17:59 AM
Er, why don't you have two position values? A physics position and a pixel position? Run collisions on the int pixel positions only.

If you're sticking with the floats, I think folks tend to solve this problem with deltas. Project a prediction vector each update, run your collisions not on where an object is but on where the object is going to be. Only after the collision checks are resolved do you advance to the new position and project a new prediction vector.

The fun thing about deltas is you could just plug in a larger delTime if you want to call the physics function less often in its update loop.
18  Developer / Technical / Re: Flocking Algorithm Permutation Question on: April 23, 2012, 07:07:41 AM
Oh man, NICE! Thanks, I'll be reading up on k-means then.

Meanwhile, here's where I started:

Code:
For Each interaction between objects
  if distancecheck
    add attractive force vector * delta_pos_vector / delta_pos_magnitude;
    if smaller distancecheck
      add repulsive force vector * delta_pos_vector / delta_pos_magnitude;
      sum to a 'cramp' factor which will multiply the sum of repulsive vectors on one object

Endloop

update object
  add attractive force and (repulsive * cramp factor)
  scale sum force if it exceeds a max_force
  apply force to object
  clear summed vars to zero for next set of interactions
endupdate

So they objects cluster up until the cramp factor gets too large and the group formation becomes unstable. Then they scattered into smaller groups. The problem was that they never stayed in their small groups, haha.

Things have gotten more complicated and less effective since then. I'll post a little more later.
19  Developer / Technical / Flocking Algorithm Permutation Question on: April 22, 2012, 06:33:55 PM
Hey folks,

I just came out of Ludum Dare with a mess instead of a game, but I'm still interested in seeing if I can get one of the core mechanics working.

Here's the problem:
I'd like to model a large flock of objects on a 2d plane which tries to cluster up with one another. However they don't like groups which get too large, so large flocks break into smaller flocks which can cluster tighter together.

Easy enough, I got something working to that effect on day one. However, I'd like the objects to form associations with their little groups, signified by turning a unified color. Then groups of different colors get into fights over resources.

I have no idea what the goal of the game would be. Right now this is more of a fun simulation.
20  Community / DevLogs / Re: Gnomoria [Sandbox Village Management] on: April 18, 2012, 04:51:25 AM
Oh hey! That's fun. It's got kind of a lego feel to it. I do like the geometry of your terrains though, this could double as a slip-n-slide game, haha.
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