Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411284 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 04:43:33 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: 1 ... 7 8 [9] 10 11 ... 51
161  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 27, 2023, 08:34:48 AM
Looking great, I like me some good firebombs Smiley

Thank you!  Grin
162  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 24, 2023, 09:38:56 AM
More tweaks on firebomb throwing behavior.

163  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 23, 2023, 01:08:44 PM
Now the soldier can throw the firebomb:

164  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 23, 2023, 01:07:48 PM
New destructibles: tables and chairs.

Perfect for smashing by barbarians enraged by interrupting protagonists or losses at card games! ;P

I am implementing a new enemy, the soldier swordsman:

Looking good! ^_^

Thank you! I might implement a card game, just so I can break the table haha   Grin
165  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 23, 2023, 01:05:20 PM
Looking good. Any chance you can get some shadows in? I always dislike the disconnect between objects and background when there is no shadow.

I actually didn't notice that the shadows were missing! Probably I disabled the shadow cast on the directional light (all point lights are no casting shadow at the moment). Thank you for bringing this to my attention  Grin
166  Community / DevLogs / Re: Devader - swarms of enemies - made in HTML5 on: May 19, 2023, 08:30:41 AM
I agree above, the animation is very cool.
167  Community / DevLogs / Re: Moons In Crystal [Metroidvania; Top-Down; Fantasy-"Space"] on: May 19, 2023, 08:15:29 AM
Good luck, I hope some publishers are interested in the pitch  Smiley
168  Community / DevLogs / Re: BattleJuice Alchemist – Base-building patch is live on Steam! on: May 19, 2023, 08:11:40 AM
Congratulations on the funding!  Grin
169  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 19, 2023, 08:04:48 AM
I am implementing a new enemy, the soldier swordsman:


170  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 17, 2023, 10:53:36 AM
New destructibles: tables and chairs.

171  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 17, 2023, 10:51:15 AM
Nice, very cool to see the mechanics coming together!

Thank you Alain! Smiley

This does look like good progress, I do think! ^_^

I will admit, having something as small as an arrow destroy something as strong as even a ramshackle wooden barrier feels a bit unexpected to me. I'd expect it rather from more-powerful projectiles--ballista-bolts or magic spells, perhaps. (Which, it occurs to me, might perhaps provide a bit of gameplay variety: barriers would then protect the player from certain ranged enemies, but not others.)

Death-pits, on the other hand, are a classic and appreciated. ^_^

Yes, in fact it may be too strong for an arrow to destroy the wooden barrier. I hadn't considered that a destructible might resist certain kinds of attacks (like arrows). I'll give it some thought, thanks for the feedback!  Smiley
172  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 14, 2023, 08:37:17 AM
This week I stopped with the greybox to implement some gameplay things.

I added a new enemy, a soldier who shoots arrows from a distance. The arrows also destroy destructibles.

I also made some improvements to destructibles, including removing the collision with the player and enemies right after it's destroyed. Plus you can now destroy destructibles using dash.

I placed a hole in the level, where there is a collider at the bottom that kills the player and enemies.

I spent the rest of the time placing various destructibles in the level.



173  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 13, 2023, 09:53:11 AM
I’m adding new destructibles.

174  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 13, 2023, 09:52:01 AM
Nice, looking forward to see some of the new combat action!

Tomorrow I think I will post a video with some fighting!  Smiley
175  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 11, 2023, 09:40:35 AM
I positioned the soldier with the crossbow, shooting the player from above while the 2 melee enemies attack the player. Also I placed a hole, there is a collider that kills on collision at the bottom when someone falls into it.

176  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 09, 2023, 08:42:46 AM
I'm still implementing the soldier throwing arrows, fixing the arrow collider. I'm not sure if the size of the collider is right, a little too big.

177  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 08, 2023, 09:09:46 AM
I am adding a new enemy, a soldier who shoots from afar.

178  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 08, 2023, 09:05:35 AM
I had to stop a bit with greyboxing, I have some performance issues to reach 60fps because of too many lights in the level. I am putting in various triggers for switching the lights only when the player enters the area.



I think it is great you always keep performance in mind. Maybe you can get away with deactivating shadow casting on some light sources? But I am sure you already played around with that.

Yes, the shadow casting were already deactivated  Smiley

This is looking pretty cool thus far, and it seems that some pretty solid progress is being made! ^_^

The idea of having enemies attack destructibles in front of them is a good one, I do think--I may keep that in mind! ^_^
Thank you Thaumaturge! Actually I took this idea from NoClip's documentary on BloodbornePSX, the developer noticed that the AIs in Bloodborne have this particular behavior.

Is turning the lights off the only thing you have to do to maintain performance? I'm guessing deactivating enemies and various other objects would also help + I am assuming your levels will be getting many more objects in the future. But no reason to optimize before its even important.

Yes, it was just the lights, removing the lights I had again 60fps. I finally solved it by simply setting the Draw Distance in the Point Lights. It was suggested to me by a developer, I didn't remember this setting!  Smiley
179  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 02, 2023, 08:47:57 AM
I had to stop a bit with greyboxing, I have some performance issues to reach 60fps because of too many lights in the level. I am putting in various triggers for switching the lights only when the player enters the area.

180  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 02, 2023, 08:32:01 AM
Nice, cool progress! Your enemies interacting with the destructibles makes them feel alive (despite being skeletons) and part of a real world.

Thank you Alain! Yes, it's also extremely simple to implement (enemy collides with obstacle in front = attack) and the result is very cool. It is the same AI behavior in every From Software games (Dark Souls, Bloodborne etc.)
Pages: 1 ... 7 8 [9] 10 11 ... 51
Theme orange-lt created by panic