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Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
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on: May 23, 2023, 01:07:48 PM
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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 
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165
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Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
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on: May 23, 2023, 01:05:20 PM
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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 
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171
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Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
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on: May 17, 2023, 10:51:15 AM
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Nice, very cool to see the mechanics coming together!
Thank you Alain!  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! 
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172
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Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
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on: May 14, 2023, 08:37:17 AM
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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.
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Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
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on: May 11, 2023, 09:40:35 AM
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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. 
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178
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Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
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on: May 08, 2023, 09:05:35 AM
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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  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! 
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179
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Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
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on: May 02, 2023, 08:47:57 AM
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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. 
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180
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Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
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on: May 02, 2023, 08:32:01 AM
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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.)
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