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1  Community / DevLogs / Re: [Cardboard Wizard] 2D Trimetric Action Adventure on: November 18, 2021, 06:28:36 PM
Cardboard Wizard
Update 2

Good news everyone. I've finished the game! Cheesy

On a serious note, I have been fantasizing about finishing this game as of late. I guess working on it for so long was bound to chip away at some part of my psyche. This post is a bit late. I had to move and do some cleaning the last week of last month so did not do much deving for a week or so  Roll Eyes. But excuses aside, where did we leave off.....

Recap

I set out to accomplish some mile stones. Specifically the ones in the first post. For the sake of my mental health, I decided to tackle only a few of these instead of all at once:

  • Finalize Player Controller
  • Improve AI Combat Behavior
  • Add Player Ally Character

Player Controller


The player not only has control over their avatar, but over an entirely separate entity within my games ecosystem(cardboard). So for this part, I had already implemented the majority of the player characters cardboard capabilities(say that 3 times fast)

Summon - conjure up cardboard element(limit is 3 at the moment)
Strike - to swing it around to bludgeon people
Release - to toss a cardboard element about relinquishing control of it
Recall - to call a discarded cardboard entity back into your sphere of influence


I also made a selection wheel in order to select which ability to use.
The aspects that I needed to finalize were related to the Release and Recall actions.
The player is able to use the release ability on cardboard and to attach the cardboard to other entities. the recall ability allows the player to retrieve the box.

Unfortunately the "Attachment system" I created was convoluted(my middle name) half broken and coupled to all hell in the codebase. Luckily I've rewritten it, and it now works better than ever. I decide instead of having entities manage their end of the attachment relationship, I would delegate the handling of that relationship entirely to a separate Manager Object. This object allows attachments to be formed when an attaching box intersects an attachment point and handles the dynamic of that relationship depending on the hierarchy of each entity in the relationship. Since attachments are a two way relationship, this object also allows either end of the attachment to break the attachment, which will be useful in different circumstances.

(left) Rock in box. (right) Box on enemy head(WIP)

there are only a few things left to implement for the attachment system and then the player controller(atleast this iteration) will be finalized.


Improve AI Combat Behavior & Add Player Ally Character


I decided to group the last two together because they pretty much tie in with one another. Essentially I am working on both an enemy AI and an Ally AI at the same time. They are 95% identical in regards to the code they run on. I just created a different Sub-controller for The Ally Characters overall Goal/State handling since they can be in additional states that enemies cannot. I will probably have to do the same for Bosses later.
My AI essentially use a state machine in conjunction with rules based decision making.
Example of one of those rules:

"rule":   {"target_in_view":true, "target_dist_lesser":150.0},
"action":"avoid"

Rules are pretty simple and the state machines dictates which rules the AI evaluates before coming to a decision.

The problems i needed to solve in regards to AI were two fold for this month. One being that AI did not have a good way to manage multiple targets, i.e the player and the ally. The old method i used was to have the AI only be aware of potential targets upon them entering the AI's sensor field. This was limiting because targets were easily picked and forgotten when constantly entering or exiting the AIs field. I decided it made more sense for all potential targets to be fair game(no pun) from the outset. And The AI's state machine would dictate what targets for both the enemy and ally character AI depending on the state they were In I also gave current selected target a higher priority than other potential targets during the evaluation process. So Far it is working fantastically. Though there are others things that need to be implemented, which brings me to problem two that I need to solve. Defining what constitutes combat. Currently I have the following listed as drivers/initiators of combat

Player aggros an Enemy that is in the environment
In Game Event/trigger

If you didn't notice, I did not list the players ally as a driver of combat. That is probably subject to change eventually, but my initial reasoning is based on the idea of the players agency as well as being informed on the current state of players hating to have to "escort" an npc that keeps triggering everything from a squirrel to a slime to level 100 enemies(in your average party based rpg lol). But that last point not be relevant depending on how I define the relationship of the player and the ally in the context of gameplay and the narrative....

As for the Ally I have pretty much created a skeleton for them(figuratively). I need to add combat capabilities and animations(as well as finishing their design....will unveil in the next devlog...or 2)

Anyways, so these last few weeks have been anything but eventful in regards to working on my game, but it does feel like i'm getting closer to that fabled release. Lets see if I can have the game out by christmas  Cheesy

I will hopefully finish most of the above by the end of the month then I will start working on these things next:

  • Add 3 Additional Enemy Types
  • Add Important Channeling Mechanic
  • Create Maps For 3 Areas

I've actually started planning two other enemy characters as well as sketching level design for an area, but i'll save those for next time.

Also i'm still figuring out OBS so forgive me for lack of gifs....

2  Community / DevLogs / [Cardboard Wizard] 2D Trimetric Action Adventure on: October 06, 2021, 05:31:17 PM
Cardboard Wizard

Intro

Hello, this is a devlog for a game that i've been working on for awhile now. I decided to start this because I wanted a place to show this game in its very very very unfinished state to hopefully get feedback and ideas for it as I develop it. I'm a solo developer which means im wearing most hats within reason. I cannot confidently say that either programming or art are my forte. I'm probably more capable at coding than I am at art but as confident as I am in programming, I still cannot call it my forte. I'd say solving problems is my forte and when it comes to making a game, there are nothing but problems to solve, which is good because that's a skill that needs nurturing.

The game is 2D topdown trimetric action adventure game where you play as a wizard named Leonard with the ability to conjure and manipulate cardboard. Explore an unknown world, solve puzzles and fight shadow creatures that want you to not be alive.

The game is being built in Godot.
Goal

My biggest goal is to finish this game. But in order to do that I need to do a whole bunch of stuff that i've not been doing.

I've spent the majority of my time on this game creating some semblance of a backbone which includes different game systems, a map editor, an art asset pipeline and varying game mechanics. But there's still no game to speak of content wise. I've created and thrown away many different art asset ideas which includes animations and sprite sheets, refactored and iterated upon code to hell and back, and the result of that is an unfinished middling piece of work.

Here are some of my Mile Stones For The Game That I would like to hit in a reasonable timeframe.(not in any particular order)

Content Goals
  • Just like Finish The Game(Potentially too unrealistic for right now)
  • Finalize Player Controller
  • Improve AI Combat Behavior
  • Add Player Ally Character
  • Add 3 Additional Enemy Types
  • Add Important Channeling Mechanic
  • Create Maps For 3 Areas
  • lighting(kill me)

Now this list is somewhat vague and will need to be broken down to better highlight and understand what needs to be done so the overall goal is finished. I've actually started working on....most of these. But there is still alot of work left to do. Hopefully I stick with this devlog to chart my journey. I will probably only update this Thread monthly or after achieving progress that I consider substantial. I'm open to any questions you may have regarding the game(within reason).

To End this. here are some Visuals and concepts for the game.(some in engine, most not)


Some intial concept sketches i drew at the beginning of the project


Initial Character Sketch and design of the main character.


Second Iteration Of The Character Design


Messing With Color Palettes


In Engine Shot(WIP)

I will add gifs when I relearn how to USE OBS. Most of the things i've recorded have been with  the free version of bandicam lol and there's the awful text at the top. Cry
3  Community / DevLogs / Re: Go Go Kudamono! on: July 18, 2019, 12:59:45 PM
Whoops, I just realized its been like 5 months since I last posted Shocked

The game is coming along super well, lots of new additions and lots of of upgrades. I generally tweet once a week showing something cool about the game, so form now on I'll try to make an effort to post here as well Hand Thumbs Up Left

Here's a little tidbit showing how much the visuals have evolved in the 2 years I've been working on the project. I'm finally revisiting Barkopolis City, which was the first pre-production test level I worked on. Tomorrow I'll do another post showing a bit of combat and and a new part of the city level.



Nice lookign game. What made you decide to shift from top down to isometric??
4  Community / DevLogs / Re: Pachakutiq - gratuitous 2D animation, with updated spelling on: May 21, 2019, 05:59:41 AM
Glad to see this Game is Alive and well!
5  Community / DevLogs / Re: The Epocha Tower [Action-adventure RPG] [GM1.4] on: November 07, 2018, 08:37:09 AM
Hey there. I read the entirety of your blog in one setting. Just wanted to say that I like what i see, and that I have been working in Godot for the past few months, and if you have any questions regarding it, feel free to pm me. I am still technically a novice, but maybe I could give you some insight.
6  Community / DevLogs / Re: Overplasma - Metroidvania with challenging combat on: October 25, 2018, 08:53:48 AM
I never knew how much I wanted Captain Falcon mixed with Samus until I saw this...
7  Developer / Technical / Fake jumping/bouncing in 2d topdown view on: September 12, 2018, 11:31:58 AM
Hello all. I've been trying to implement something like this



for the past few weeks, but I feel as if I'm heading in the wrong direction.
Anybody have some idea how I can achieve the above affect? much obliged.
8  Community / DevLogs / Re: [Seeker- A Side Scrolling Scifi Adventure](working title) on: January 08, 2018, 10:02:06 AM
I started working on a few components. Managed to implement some part of a melee attack. And I started working on the enemy behavior though some things aren't how they should be lol.





9  Community / DevLogs / Re: [Seeker- A Side Scrolling Adventure](working title) on: January 04, 2018, 02:18:37 PM
Just a short update. Got some placeholder animation and some semblance of a game mechanic!

10  Community / DevLogs / [Seeker- A Side Scrolling Scifi Adventure](working title) on: January 02, 2018, 09:03:46 AM
[Seeker - A Side Scrolling Adventure](working title)


This is a game i've had in my mind for several years now, and i'm finally going to make it a reality. I don't have much in the ways of art of progress(yet), but here's a gif of basic movement and a concept sketch for the character:






The game will have elements of exploration combat and puzzles. Stay tuned for more!
Oh and it's being developed in Godot!


11  Community / DevLogs / Re: Pachacuti - gratuitous 2D animation on: June 25, 2017, 07:08:21 AM
It's good to see that this project is coming along nicely.
12  Community / DevLogs / Re: Pachacuti - gratuitous 2D animation on: March 18, 2017, 08:31:07 PM
Excellent animations as always.
13  Community / DevLogs / Re: Pachacuti - 2D modular action-platformer on: January 30, 2017, 11:48:27 AM
I'm planning to make a few illustrations to have at hand when I need to present/accompany the game (say, for a kickstarter campaign, for example) - I kind of struggle with the exact style to go for, as it turns out I'm not very good at anything not related to lines. I might still try different techniques going forward, but here's a first pic/attempt using my usual approach. Thoughts?




I like this illustration, although i'm not understanding the perspective of the lower branch she seems to be perched on. A few Questions though. What is that place she's looking toward, and does hint at the narrative or story?
14  Community / DevLogs / Re: Pachacuti - 2D modular action-platformer on: January 12, 2017, 07:00:29 PM
Wait, so the level adapts to the players character?
15  Community / DevLogs / Re: Pachacuti - 2D modular action-platformer on: December 20, 2016, 10:15:50 PM
I tried out your prototype and the controls took some time to get used to, but after jumping around for several minutes, i'd say you are on the right track, though if i must say, i'm not sure i understand your decision to make the charge jump down+e. There were times i would feel the need to charge jump, so i would run back and just do the three jump wind up(though that entails nailing a certain timing.)Often i would time it poorly and end up biffing the move, so i halt my parkouring spree at the wall, and hit the down+e to jump as high as possible to get to the ledge. My point is, wouldn't it suit the traversal of the game, to be able to charge super jump while running instead of having to do the three jump combo?

Also a side note. I'm not sure if this is an intended ability or not, but when i'm the warrior i can do semi-infinite air cancels using the s-attack button and float almost forever until i backup into a wall/ledge. Which is pretty fun in of itself to be honest.

But So far so good. I can't wait to see what becomes of this project.Also any thoughts on adding an air cancel move to the runner?
16  Community / DevLogs / Re: Pachacuti - 2D modular action-platformer on: November 26, 2016, 05:31:04 PM
This is a pretty interesting project, especially with the choice of hand drawn animations when you're a solo dev . You're an interesting individual. I read your patreon and your idea to subvert the current developer consumer business model. Thats pretty brave of you. I must say, though, how were you able to sustain yourself through the development of your last game? Also what are you using to build this game, also are you using box2d for physics?

Thanks a lot!

About my own situation: I'm on the french welfare system. I'm set-up as a self-entrepreneur, and since I'm below a certain revenue threshold (basically, the national poverty line), I have access to a monthly help (housing+undefined revenue) in exchange for a "project" - usually, in the form of job seeking, in my case, as negotiated with the related authorities, it's the developing of my "personal work plan" (ie: making games) until it pays off. Since I have very few expenses, I can make it work: I pay rent, housing and food bills, and since I have no car and no social life to speak of, 100% of my time and money goes towards making games (and admittedly, sometimes, buying them when I can)!

It's not really something I like to talk about as there's a societal stigma attached to this kind of situation, with the still vivid belief that welfare leads to slacking off. I also don't want my personal situation to change the way the audience views my work: I wish for them to support it on its own merits, not out of a sense of pity (or the opposite, and consider it unworthy because of how it's currently financed). But since you ask, and since my policy is honesty, well, there you go!

To build the game: I'm using Construct 2! I *love* this engine and its approach to visual programming. Most others I know of and have tried use visual programmation as a crutch to learn "actual" scripting, but I have repeatedly failed at learning actual programming syntax for a number of languages. Since my issue isn't with programming logic, but syntax itself, C2 allows me to develop intricate logic using visual scripting blocks, which is enough for me to get stuff moving around :-D

For physics: I'm pretty sure the "platform" behaviors I'm using as a base use box2D as *their* base - but I still tweak the values to have physics as close to "simpl(istic)" as I can.
Apart from that, I'm not using anything physics related, and in fact, I don't like using commonly referred to "physics" in modern games: I like my physics in platformers to be very rigid and deterministic, a very simple level of simulation that allows the players to identify a set of precise rules and play according to them (notably related to jump height, object weight, etc). There will be no "physics puzzles" or the likes in Pachacuti with imprecise physics-based movement!


Thanks for your reply and honesty though i'm sorry for invading your financial situation...
I can honestly say if not for my life , i.e. parents, i'd currently be in your cicumstance, though im not sure how my government would feel about me wanting to make games.


 I'm honestly interested in construct 2. I was planning on using it in my next project perhaps, but i have a habit of coding what i don't need to for the purpose of experience. I'm glad that you're doing what you're doing and i hope you find great success in this project. I'll be following along. p.s. If you ever want to chat or if you bored, feel free to message me.
17  Community / DevLogs / Re: Pachacuti - 2D modular action-platformer on: November 26, 2016, 02:33:58 PM
This is a pretty interesting project, especially with the choice of hand drawn animations when you're a solo dev . You're an interesting individual. I read your patreon and your idea to subvert the current developer consumer business model. Thats pretty brave of you. I must say, though, how were you able to sustain yourself through the development of your last game? Also what are you using to build this game, also are you using box2d for physics?
18  Community / DevLogs / Re: Katana ZERO - 80's neo-noir action platformer on: November 26, 2016, 01:43:36 PM
Very interesting game. What do you use to render the world? Tile maps?
19  Community / DevLogs / Re: SCREENSHOTS on: November 24, 2016, 10:04:03 AM
Well it's still saturday on my side of the earth.
So this is a little mockup of the game been working on for the past few months. Any feedback on the art direction would be greatly appreciated. I've been experimenting with different styles and so far i'm making some progress though i'm not 100% content with the way it looks.THANK YOU...


 

I like the cartoon-y style of the ship (eye?). but the haphazard lines in the background/foreground don't match.


Ha you are so right, but i've actually changed up the style quite a bit and that's actually a little robot but its a placeholder at the moment!! Thanks for the feedback.
20  Community / DevLogs / Re: SCREENSHOTS on: November 19, 2016, 08:10:28 PM
Well it's still saturday on my side of the earth.
So this is a little mockup of the game been working on for the past few months. Any feedback on the art direction would be greatly appreciated. I've been experimenting with different styles and so far i'm making some progress though i'm not 100% content with the way it looks.THANK YOU...


 
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