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TIGSource ForumsCommunityDevLogsComputer Virus Simulator - Patreon is live!
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Author Topic: Computer Virus Simulator - Patreon is live!  (Read 57256 times)
darkhog
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« Reply #100 on: November 03, 2015, 01:12:06 PM »

I'm at the point where I can implement in-game level loader. I am very happy and excited because of that, but still I have to design a test map that uses all triggers that are currently implemented, but uses only cubes/boxes as I don't have time to make full set of level prefabs for the game level yet. So plan for today:

- Do said test level

Plan for tomorrow:

- Implement level loader.
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darkhog
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« Reply #101 on: November 04, 2015, 06:49:14 AM »

I was thinking... Maybe I should make twitch devstream this Saturday? How does it sound like?
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darkhog
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« Reply #102 on: November 07, 2015, 07:11:11 PM »

I'm very sorry I couldn't do a dev stream today. I was very sick all day and barely could think about what I should code. This wouldn't make a good stream since I wouldn't be able to interact in that state so I've decided it'd be best to forgo doing it and concentrate on the work.

On the bright side, I was able to work on in-game level loading some more. I may be able to load basic level made out of cubes only) tomorrow or at worst on Monday/Tuesday. Then, if triggers will work as expected, I can start implementing rest of level primitives and level objects such as enemies.

And then start cranking out content.

Going back to work. Will figure out rest of the level loading stuff later, for now I want to work on movement - I want to implement variable jump height (the longer you press button, the higher you jump) and walljumping.
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darkhog
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« Reply #103 on: November 07, 2015, 11:12:13 PM »

Pulled all-nighter, but finally got level to load in game and it's playable (triggers seem to work properly). Need to create gameplay-aware versions of all the other primitives so I can start building AI and content (levels) for the game.
« Last Edit: November 07, 2015, 11:20:02 PM by darkhog » Logged


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darkhog
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« Reply #104 on: November 08, 2015, 12:01:51 PM »

Updated OP to remove any outdated/imprecise info and replaced it with correct one.
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darkhog
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« Reply #105 on: November 08, 2015, 01:47:19 PM »

I've just implemented variable jump height, so, like in e.g. Mario, the longer you press the button the higher you jump. This will make controls tight and you'll be able to get through hard obstacles such as ceiling spikes over pool of lava with small platforms (very low ceiling at that). Above example may or may not show up in the game.
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darkhog
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« Reply #106 on: November 09, 2015, 06:43:31 AM »

Both walljump and variable jump height is done. The Virus controls much better now.

I guess I can't postpone it any longer. I need to create gameplay-aware versions of other level primitives. That'll be fun. And by fun I mean boring as fuck. But it's needed.
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« Reply #107 on: November 09, 2015, 06:54:04 AM »

i hope it's less boring than this devlog.
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marcgfx
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« Reply #108 on: November 09, 2015, 07:28:54 AM »

if you want a few more positive comments, give us something we can see. most people just fly over the text, unless its something that really interests them. if you added an image/animated gif once in a while, this would make it more accessible and also be a better indicator of your progress. I know a lot of things happen in the background and are boring, but if its boring to you as it is even more so for everyone reading... I'm no star in the essay department either  Shrug
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darkhog
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« Reply #109 on: November 09, 2015, 08:37:29 AM »

Yes, I know that. But at this stage I have very little to show, aside of videos and pictures I've already did. Hopefully within few days I'll be able to make gameplay vid after I finish making gameplay-aware prefabs and making simple, enemy-free level with some (platform and not) puzzles.

Also there's downloadable testbuild in this thread.
« Last Edit: November 09, 2015, 08:53:56 AM by darkhog » Logged


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There are no impossible things, there is only lack of skill.
darkhog
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« Reply #110 on: November 09, 2015, 08:56:41 AM »

I am in the process of creating rest of gameplay-aware prefabs right now. Mindnumbing work, but necessary. At this point I am very excited because not before long I'll be able to crank actual content for the game with the tools I've built.
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darkhog
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« Reply #111 on: November 13, 2015, 05:50:34 PM »

Now that level format is mature and I have confirmed triggers to be working, I can start work on my first "real" level:


This will be somewhat closed and linear as I want to test which levels work best with system I got. May or may not be in the final version.
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There are no impossible things, there is only lack of skill.
darkhog
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« Reply #112 on: November 16, 2015, 11:25:36 PM »

Level work is going all right. It's really tiring though, but should be able to show off testbuild with first "real" level (sans enemies which will be added latter) soon-ish.

Level interpreter-wise, the only thing left to implement (aside of enemy AI) is level end platform, this one:


so (for now) it'll put player back in main menu. Also HUD (life, goals you need to accomplish, etc.)

//edit: Darn it, need to rebuild level as I've accidentally overwritten it.
« Last Edit: November 16, 2015, 11:48:04 PM by darkhog » Logged


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There are no impossible things, there is only lack of skill.
darkhog
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« Reply #113 on: November 20, 2015, 12:37:27 PM »

So, I've worked on the first level of the game further to get it to the point where it was before it got corrupted, implementing auto backup along the way (so I won't have start from scratch all over again) and then added more on top of it:


As I've previously stated, this level is sorta linear to test whether it's more fun with linear levels/missions or open world sections. I'm leaning towards the latter, but want to keep an open mind.

The level's called Puzzle Acrobatics and is exactly that - it will have both puzzles and heavy platforming sections requiring, well, acrobatics. As you can see in the distance, part of "acrobatics" is already built. Without too much spoiling, you'll have to know how to walljump properly if you want to finish that level.
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I cannot C well, so I stick with simpler languages.

There are no impossible things, there is only lack of skill.
darkhog
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« Reply #114 on: November 20, 2015, 12:39:09 PM »

I've also decided that campaign levels will be playable in any order, without any sort of unlocking needed (though if you want to "get" the story, which isn't really that important, you'll want to play them in the presented order).
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There are no impossible things, there is only lack of skill.
darkhog
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« Reply #115 on: November 23, 2015, 11:05:55 AM »

I have some health problems and I won't be able to work on the game for the next three days. Will work hard after that though!
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darkhog
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« Reply #116 on: November 25, 2015, 05:09:24 PM »

I'm feeling better, so I've started work on AI for my base enemy to catch a break from level making.

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darkhog
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« Reply #117 on: November 25, 2015, 06:51:42 PM »

It turns out that work on AI isn't as hard as I thought it will be, especially with Unity handling collisions and gravity for me Grin. Pretty neat, huh?  Smiley
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darkhog
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« Reply #118 on: November 25, 2015, 11:30:50 PM »

Finished rough version of AV Agent's AI code. Video tomorrow. Need sleep.
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darkhog
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« Reply #119 on: November 26, 2015, 04:55:22 PM »

First of CVS Enemy Guides is here!

Can't understand? Transcript is in the description!
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I cannot C well, so I stick with simpler languages.

There are no impossible things, there is only lack of skill.
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