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Community / DevLogs / Re: Rex Obscura
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on: November 15, 2017, 12:32:48 PM
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 My new video, also there is a link to my newest release of the game, imma consider this version finished and work on a different version, one similar but a lil differet https://indominator.itch.io/rex-obscuraIt will be a more stealth focused game. imma think of some ideas and probably make a video on it later
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Community / DevLogs / Re: Rex Obscura
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on: November 10, 2017, 03:01:38 PM
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Well, this is how it looks right now, imma remove the collision of the player and the goblins, why? they keep bumping into you and pushing you.
Depending on gameplay, maybe enemies could stop at a certain distance from their target or back up a little. Very good tip, thank you, i implemented it with this lil code line. Basically once the melee enemies are on attack range, they stop... and later in the code they attack if they can  The biggest problem though was the minions that the player uses to fight his enemies, now i just let them passthrough  its kinda working, i could calculate a path around the player if the player was in front of them, but i dont like too many calcs for my games. i will later come back to the AI and rework on it after i add some 'neutral' entities, right now i gotta rework them. in other news, i made a terrible fog system and put it in the game. the creature sprites also have transparency, but not the magical bullets. 
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Community / DevLogs / Re: Rex Obscura
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on: November 08, 2017, 10:52:25 AM
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I have been thinking a lot, and now i know what i gotta go, i gotta add some more gameplay features, mainly the 'stealth ' part of the game right now. that was where you could summon minions, but if you got seem, man you will get attacked by neutral parties which will become your enemies. more updates on the way
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Community / DevLogs / Re: Rex Obscura
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on: November 06, 2017, 08:18:02 AM
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Well, this is how it looks right now, imma remove the collision of the player and the goblins, why? they keep bumping into you and pushing you. and imma rework a lil bit on their AI. the game is not fun right now, i gotta find a way to make it fun. maybe perhaps instead of shooting bullets you summon goblins, that could be interesting. perhaps keeping the collision might be interesting
also, there is the new art for the melee enemy, and i cleaned the art for the magic shooter one. i am using basically photoshop and using 4 frames for each of them. attack, hurt, death and idle. the sprite rotates facing the camera, it feels kinda weird, but its ok, its not a big problem, imma learn some shaders at the end of the year, and then imma implement it in the visuals and/or gameplay.
ps; if you know some books that are good to learn shaders i would love some recommendation, i am terrible at learning from the internet :/
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Community / DevLogs / Re: Rex Obscura
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on: November 04, 2017, 11:03:13 AM
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New Updates:
I just used expanded class, and coded most of the AI, i just need to put the assets together and test the new game. The art is kinda terrible(not my focus :/) but its ok. imma just assume the aesthetics is 'terrible work', but the core gameplay will be there
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Community / DevLogs / Re: Rex Obscura
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on: October 31, 2017, 03:08:35 PM
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 The game is improving, sadly i am a little lost. but i think i know how to improve it. Imma play some doom and similar games... maybe those will tell me what to do.
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Community / DevLogs / Re: Rex Obscura
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on: October 28, 2017, 04:20:53 AM
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 the enemy is coming up, yay!!  and the better version in art form. there will be no animation, but there will be some ok art
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Community / DevLogs / Re: Rex Obscura
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on: October 25, 2017, 03:41:49 PM
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 Just did the basic hand, with a new 'bullet'. its not good art, but its better than nothing. Also i forgot who that other hand art asset belonged, so yeah.... i removed it just to avoid any problem. i did the basic bullet. tomorrow i am going to work on the basic zombie. i felt the need to make the basic bullet super complex in preparation for the future. But my experience knows that the future never comes so i will make it pretty baisc  Before, i would set up a whole system with enums for bullet behaviours, tupes of damage, damage value holders and what nots. I played lots of complicated games and wanted to embrace the world. Destiny 1 adn 5089 were my reference for bad or for worse. Now lets stay simple, and after i finish simple lets make it better and fun. This is a new me, and i am not gonna make the same mistakes again anymore. in other news, lots of bills being paid for college and whatnot, i am preparing to travel with my parents in december and there s lots of work i have to prepare to the end of classes
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Community / DevLogs / Re: Rex Obscura
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on: October 24, 2017, 02:39:05 PM
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 SO yeah, i have been working again on some of my old games. This is Hieroglycon. A horrible project name, but one of my best works. The art(hands) has been done by a friend of mine some time ago. I plan to remake this lil project of mine, and possibly even actually finish it. My plan is to get this fps and transform it into something playable, than rebuild it into the project that will most fit it. I dunno. My next steps for this project is to make a basic enemy, just some zombies, and and add a player bullet for you to shoot. thats just about it. I am thinking of ways to tackle marketing for this project. Maybe i could go back in making videos, maybe even in portuguese. And maybe i could put them into some sort of video series where i could make game commentary. Yeah, maybe. But its gonna have to be in portuguese, my english is hard to understand.
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Community / DevLogs / Re: Rex Obscura
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on: October 20, 2017, 07:01:45 AM
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 I have been studying recently lots of codes. I studied from java, went to c, and how i just did some html,css and javascript. Just now i finished a small project. Its basically a merge of cookie clickers and hypertext games. WEll, its not nearly as good or as complete. Now i am going to try mixing some stuff and making a more polished experience. This is going to be inside my trial for reviving Rex Obscura, not that i think it will finish in something. Well, for now, i have completed a part, a skeleton that i am going to mold. Next week i hope i have more stuff to show you, and possibly something for you guys to play 
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Community / DevLogs / Re: Tech Antiga - my first terrible fps
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on: September 13, 2017, 04:17:10 PM
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I have been trying some of my hand in fileoutping some objetos and inputing them.... what i discovered is that i really dont want to do a zzork style game, too much plaaning.... imma go back to my other side project related to this. i will add some things related to try saving stuff
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53
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Community / DevLogs / Re: Tech Antiga - my first terrible fps
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on: September 07, 2017, 02:14:13 PM
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I AM NOT DEAD XD yet :/ I have started my second college, computer sciences, and after studying some JAVA i made this: this (this is the link to the pure code) :/ well, it uses part of my quest code i have been making in this game, the text parser i have made before and some minor ideas i've had before. well, this became what i wanted it to become, to make this work you will have to open the code and manually input the direction where the 'game level' is stored and create it manually, there is no game but this machine of running and setting up the game..... i like doing this part, its super rewarding, art and level design just feel so.... meh, i know, i know, its important, but not something i can work with
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Community / DevLogs / Re: Tech Antiga - my first terrible fps
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on: August 20, 2017, 01:11:45 PM
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 I have been testing the game, and there were some nasty bugs. Besides that i have been reading some good light noves, they good. and have a image of how the level will look like.  yes, lots of unmodelled stuff, but thats something i will change soon
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Community / DevLogs / Re: Tech Antiga - my first terrible fps
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on: August 18, 2017, 02:38:35 PM
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 The 'finished' level I had a whole post written, well.. :/ Ok, now i have one thing left to say, making this project has been interesting, and i am going to take these lessons so far and my latest quest settuping lessons and code into my first game, Rex Obscura, also with what i discovered about UI. It will be interesting. Imma try before that though, releasing a workable and playable version of this project just for it to be away. And i will go and texturize this game and add the last 3d models.  simplified UI 3d or 2d, that is the question... i really need a new wacom, mine is bugged :/
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Community / DevLogs / Re: Tech Antiga - my first terrible fps
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on: August 05, 2017, 02:58:46 PM
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 ok, so i tottaly failed on making a canvas to use inside the scene viewer before being setup, now i am doing different. before i was doing some projects were i was parsing the text to get a gigantic list of stuff, changing texts, fixing them, adding stuff, and in the end making from a csv file to a lua file to implement inside civ5, that stuff was used for the civbr from reddit, it diddnt work really well but it was a beggining, so this new system, although weird, is way easier for me to use and look than the shitty unity editor which is freaking terrible. Soon imma start Computer sciences in college, my second college, initially i did game design, and you can see how well it did for me :/ well such is life and we must keep fighting on ;p in my next part of this project imma simplify this system even further and make the quest system even better and become something like a wave system, becoming in the future almost like a true quest system, i expect to finish this into next sunday
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Community / DevLogs / Re: Tech Antiga - my first terrible fps
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on: August 04, 2017, 02:59:48 PM
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 so i was doing some side project which is automation of video making and streamlinging of it. as you can see i used scrollviews and other kind of stuff. you was a button to setup image or video and then it would be basically a narrated or subtitled stream of videos or images. lots of stuff i made and i think imma make one of those for making the quest dialogues because unity editor is pretty terrible, and also theres terrible abilitie on how to control it. so i am going to make a push with a new build, then i am going to implement this "canvas editor for easier quest making and then i... i dont know what to do else, i was thinking of making another new game, a racing game just like racing lagoon for the ps1 or going back to older games and working on them. i am still undecided on to what do next. i think i could technically keep working on this project, but i dont know i feel like it has no real identity or what it wants to be. maybe something like this:  or this  and change the hand to a normal sprite, possibly the hand is ok, but that was probably more about trying animating something like hands with powers or something. oh well, this will become interesting whatever it becomes. i also need to find out which kind of mechanic i am really good at making also quick edit; i changed the UI.  there is a compass showing the direction of the quest objective or 'furthest' quest giver and remove ammo counter. now you have to charge the magic and release when that green counter is full. you have 2 magics, you that sets fire around you that gets in your enemies burning them(and they also transmit the fire while burning so throw it when they nearby) and also there is a missile magic that is not very good :/ so now i have to change it. firstly i was thinking of removing the magic missile and adding some minions but that is what i tried and failed in one of my previous project, so now i have to do something else. i will try to change the mechanics and merge it with the new aesthetic, that can be anything, but it must merge well the story and also the mechanic....
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Community / DevLogs / Re: Tech Antiga - my first terrible fps
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on: July 22, 2017, 03:29:18 PM
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 today i have been remodelling the basic hand i did before, i plan on using it as the new "gun", it will be some magicky futuristic thingamagick that i think will solve the action mechanic system. i tried previously by going all aboot weapon parts and they randomly keep assembling always diferrent. my mistake was trying to make a complex fluff system without getting the basic mechanics truly in place. i tried too much for my first shooter :/ also this is a pic of how its looking like  UI will be redone. i think something simple like my first official 3d game could be interesting, i will try it and see what we can do with it. my first game was somewhat confusing, a strategy game in first person where you used magic to summon zombies, now you are going to just use simple magic, and there might be some AI companions to help you. well, lets try making something XD
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Community / DevLogs / Re: Tech Antiga - my first terrible fps
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on: July 21, 2017, 05:05:05 PM
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Interesting thread. Nice of you to be showing the whole process  Good luck!  Thanks XD ok, so far last updates: quest system, i made a video showing how it functions, right now its about fetching things on the map and returning, thats it, simple but it is very maleable to input anything I want. this is the video of the game running, its weird and terribly made, but its a quest system, the more i look at it, the more i feel like removing the shooting system...i think i should do a platformer or a game of some sorts focused on narrative with action to complement it.  [System.Serializable] is a divine gift of god. expect next update to be me deciding how the action mechanic is going to develop and a look at it. i dont know if i just simplify the shooting mechanic(i tried to make it somewhat complex) or make a basic melee system. or do something weird, quick update, i am thinking of doing an update on one of my old games, but i think imma fix this first
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Community / DevLogs / Re: Tech Antiga - my first terrible fps
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on: July 16, 2017, 04:29:05 PM
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more updates XD. I am working on the quest system, as commented in the feedback topic( also i need to play some more games from there, i feel burned from my games :/) 2 of the games i do for influence is Consortium and Californium. the first one feels really good, the second not so much, but its 2 different approaches that feel interesting. but like an addict destiny player imma try still something of all of those but together with the awesome patrol system(just layzing around and doing anything you want, any mission, anything)  also i need to find an easier place to put the images besides imgur or discord servers. well... as you can see, that looks similar to my old zombie, but trust me, its a new version, i just need to fix the legs, also i kept openning the wrong file in unity so my blender files kept losing progress, i am so smart :/  i am probably gonna put a Civilization Battle royale theme to the story, and hopefully imma go and have to get some help from them and make something interesting
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