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TIGSource ForumsCommunityDevLogsOUT NOW! Dynasty Feud - 2D Local/Online brawler
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Author Topic: OUT NOW! Dynasty Feud - 2D Local/Online brawler  (Read 28791 times)
Eneko Egiluz
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« Reply #20 on: January 08, 2016, 09:01:38 AM »

The medieval family keeps growing. We hope you can recognize him.



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Eneko Egiluz
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« Reply #21 on: January 12, 2016, 08:40:53 AM »


Hello again! This post will be a little longer than usual; but don´t worry, it´s filled with pictures!

This is a fighting game but we have not explained how the combat will work, and I think it is time to do it, so you will have a better understanding of the movement and abilities of the different characters.

The combat is driven by the different type of collisions, and we decided to go with a frame by frame collision data. As the 2D fighting games in which every animation has the collision information for each frame, this allow us to really customize every attack and movement, although we won't get as deep and technical as a Street fighter or BlazBlue kind of game. (if you want to go deep into this take a look at the DustLoop wiki and its frame data).

 

This is an example of an attack sequence, we try to cover the movement of the attack. Basically it work as an animation in which every collision box has an initial frame and a duration and we can play it. Although we are not spending much time on it right now, We are focusing on implementing all the characters first, but once we reach the point of going through every character polishing them, this is something we will revisit trying to nail every move.

We are using right now 10 different types of collisions, apart for the level collisions, from which can be classified into hitters and receivers.

Hitters : melee, projectile, bullet, push, superfeud, explosion, spiritattack.
These are collisions that can trigger a hit with another collider.

Receivers : damage, interactive, explosion and all the hitters except spiritattack.
These are the collision that can receive the hit. A simple example, a melee attack can hit a projectile but a melee can’t hit a spiritattack, because this last one it’s not a receiver collision.

We have all the collisions types sorted in a hierarchy.

SuperFeud
Explosion
Push      
Defense
Melee
Projectile
Bullet
Interactive
SpiritAttack
Damage


Following this hierarchy we decide which attack collision has a higher priority, disabling the lower priority collision. I will try to explain it better with different examples.

A bullet can hit a damage collision, but a projectile as an arrow can hit a bullet destroying the bullet as the arrow keeps its path. If we go higher in the hierarchy we can deduce that a well timed melee attack can repel bullets and also projectiles.

But neither one of the three against a shield will do anything, and if the attack was a melee against a shield the attacker will be stunned.

 

This state of stunned happens also if the collisions that produce the hit belong to the same category, melee against melee (a sword clash), or projectile against projectile (disabling both of them) for example.

 

Each collision type is also a different type of attack and I will explain the logic, and some characteristic behind all of them.

Explosions are an special kind of collisions that can kill everything, and when we say everything is everything, doesn’t matter is the character can endurance more than one hit, it will die.


Nothing can pierce a shield, nor melee, nor bullet, nor projectiles, but you can always push the enemy stunning it. It doesn’t do damage but opens a window to a perfect timed attack.

Defense in particular the shields work as obstacles, and can be used to push.

 

Projectiles are arrows, knives, everything you can throw or shoot except bullets. The ammunition is limited and need to be recover, and if it is your main weapon without it you will be helpless, so be careful where you throw it.

And as we mentioned earlier, projectiles are stronger than bullets. It may not make much sense in real life but that’s how it is.

 

Bullets are an infinite ammunition, but needs to be reload.


Interactive objects of the level that the player can interact with. Dynamites before they explode lies in this section, can be hitted to push they away from you, but don’t get close again.


Damage can be evade using evasive skills as a roll for example, giving some invulnerable frames while doing it.


This is a quick overview of the logics and combat mechanics we are using to build the combat and all the characters. It is simple yet deep enough to allow for some strategy and interesting situations. We hope that now everything starts to be clearer. We would like to know your thoughts about the whole combat system, and if there is any suggestion or something you don’t like don’t hesitate. We are still in earlier stages so there is time to changes.
« Last Edit: January 13, 2016, 05:16:52 AM by Eneko Egiluz » Logged

Eneko Egiluz
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« Reply #22 on: January 14, 2016, 06:24:03 AM »

The development is going forward, although we are having to reschedule some initial plans. Jon that was in charge of the cowboy level had to help Tejas, "our networking department", because he was stuck, so the cowboy level is in a stand by. The good news is that the online part shows promising improvements, baby steps but we are going somewhere.
The Dynasties implementation goes well, the Medieval family is almost done, yesterday Falven finished the King Arthur and he is working in the last member right now, that is somewhat different from the current characters we have done so far. This character has a flail and we want it to be controlled with the analog stick, moving the ball with physics, the idea is to use verlet physics.
Our artist Juanillo keeps the pace doing concepts of the medieval family, we hope we can show them soon, and the next family is the Aztecs.

As mentioned this is the King Arthur, although at the beginning he won't be King. A bit slow not only in movement but also attacking.


But once he receives a hit, Excalibur gets unleashed crowning Arthur as the true king, a faster and deadly melee character with a wide variety of movements.

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Eneko Egiluz
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« Reply #23 on: January 15, 2016, 08:40:06 AM »

Hi everyone! Juanillo here. Now that I´m done with the medieval family animations, i have started the concept process of the aztec family.

This family is composed of 5 different members: the jaguar man, the birdman, the ball game player, a regular soldier, and the priestess.

When designing this family I got in mind the humoristic style the whole game has, and I started figuring out the different shapes I could give to each member in order to make them recognizable.
I also did some research about the aztec and other south american ancient cultures to find out the style and art there was being used.
I started with a first round of sketches and after few hours I came out with this.


this gathers some of final approach of how these characters will look like, and some variations. Id like to see which variations you believe look better, and all feedback is welcome!

I also converted these sketches to pixel art, yet these are not definitive. Hope you like them!

« Last Edit: January 15, 2016, 08:50:04 AM by Eneko Egiluz » Logged

Eneko Egiluz
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« Reply #24 on: January 18, 2016, 11:17:11 AM »

Here it is two quick matches we recorded from our weekly test. Still only Cowboys and Vikings. The medieval family it is almost ready to be tested, but not yet.

Also we have come back to the Cowboy level and we hope that for the end of the week we will have a playable mockup, with sketches but some logic to test what works and what doesn't.



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voltaicore
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« Reply #25 on: January 18, 2016, 09:19:00 PM »

If you need an audio engineer or audio producer be sure to message me so we can work something out for Dynasty Feud
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Eneko Egiluz
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« Reply #26 on: January 20, 2016, 12:49:59 PM »

We are working on the last member for the medieval family. The idea is to for this character to have a different control of its weapon, giving the player the of his arm but moving the ball using physics. We are still not completely happy with how it turned out so we will keep on iterating with this character. What do you think about him?


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Eneko Egiluz
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« Reply #27 on: January 26, 2016, 01:57:34 PM »

Until now we have shown lots of different families and their different combat styles, but this time, we will focus on the other main element our game will have, levels. Vikings were our first family and that is why we focused also on their own stage first, the drakkars level, but now we will show you the progress of the new one, the TRAIN LEVEL.

This level will be linked to the cowboy family and it will take place in a couple of crazy trains that will constantly change. The main factor about this level comes from the fact that we will build a variety of trains that will randomly appear every battle.


We designed two train types the big wagons for the train in the back and the smaller wagons that will appear in front. The train in the back will give the stage a greater verticality compared to the previous viking level and it will also add a continuous straight battleground on the lower part of these wagons.

Wagons for the back train

Wagons for the front train

Our idea was to make a level as dynamic as the previous one but with one main and important difference, there will be no water beneath to kill you. Instead you will have the always moving floor, that gives the player the possibility to catch up and avoid the fatal ending. Although this fatal ending will still happen if the player gets out of screen for too long...


We are still discussing if we should add the shrinking level concept on this stage as we did with the drakkars level (where ships are destroyed after a while making the battleground smaller). In that case our idea is to simply change the number of wagons of the new trains making them shorter, but we don't know if the level needs that...
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Eneko Egiluz
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« Reply #28 on: January 29, 2016, 08:46:03 AM »

We are trying to improve some of the effect of the game, like the trails of the attacks and impacts. These are still a work in progress, but they are an improvement of what we currently have. Next step is to implement those in the game a see how they feel. We have some doubts it the still does fit or not with the game, but until we really try we don't know.

     

     
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Eneko Egiluz
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« Reply #29 on: February 01, 2016, 09:14:31 AM »

Hello again!

A small update with the plan for this week:
- Keep working on the cowboys level. We showed you some screenshots, but there's still a lot to do.
- Start the Aztec family. This will be our 4th family so far. We hope you like them!
- Implement new attack trails, so that attacks and movement become more impressive.
- First real implementation of the superfeud, a new state where the players become really powerful (Detailed post coming soon).
- Add Unity analytics. First time doing this. Let's see how it goes.

We'll keep you updated!
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Eneko Egiluz
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« Reply #30 on: February 02, 2016, 08:59:52 AM »

The Aztec family is born. This is the first member The jaguar-man, it has a very simple set of movements but this family will take a especial advantage of the SuperFeud mode. SuperFeud is something we still need to explain, but keeping it short for the Aztec family each member will be like two have a new skill set of movements in SuperFeud mode.

Take a look at our little kitty, ain't it sweet.

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Eneko Egiluz
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« Reply #31 on: February 04, 2016, 07:52:52 AM »

Hi guys! this has been a busy week here at the studio! I am done with the Aztec family animations! I believe this family looks great! can´t wait to see them in-game! Here you have some of my favourite ones!






I have been working too on the high res portrait images of the medieval family, and also I have started sketching the Aztec ones. You´ll see them soon but for the moment here you have the Medievals!

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Eneko Egiluz
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« Reply #32 on: February 12, 2016, 08:18:29 AM »

This post will be an overview of the networking side of Dynasty Feud. Online is a key aspect to our game, and we want to make sure that playing online becomes as natural and responsive as playing at home with your friends on a single computer.

That’s why we have decided to go with a technique called GGPO (https://en.wikipedia.org/wiki/GGPO), which will try to make the experience of all players as lagless as possible. Compared to other techniques, GGPO will make sure that all the players are living the same experience, making sure that the game that is being executed in all the computers is exactly the same.

To achieve this, there are 2 key components needed during the game’s execution; these are the input synchronization and the Rollback system.

Each time a player inputs something into the game, we are going to synchronize it to every other player, so that everyone has a record of all the input that has happened during the last seconds. The Rollback system, on the other hand, has the ability to save the whole state of the game and come back to it at any moment. It can also compute what the next frame of the game is going to be, as the game is completely deterministic; once we know the input of all the players at any time, we can compute the state of them at the next frame.

Thanks to this, we are now capable of going back in the history of the game, modify or add any new input that we received from a player, and resimulate to get back to the current state of the game.

Thank to this technology, all the players will play a fair game, as no input will be lost, and every single attack, defense, roll... will be replicated in all the computers, thus making the experience of playing online as fun and reliable as possible.

This was an overview of the technical aspect of the networking of Dynasty Feud, but more will come. In some future post, a more detailed aspect of the Rollback system will be explained, with code and tips for those of you that would like to start your own project.

Thank you, and feel free to ask any questions. We’ll be glad to answer them.
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Eneko Egiluz
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« Reply #33 on: February 15, 2016, 08:58:13 AM »

This week we will start polishing the combat feel and our first attempt will basically consist on redoing the trails of every attack. This is what we came out with for the first version. The trails look more polygonal, what do you think about them?

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Eneko Egiluz
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« Reply #34 on: February 22, 2016, 08:46:47 AM »

Hello again!

This last weeks we have discussing about the theme that will unify all of our levels, modes, families... This is a concept of one of the main ideas we have had.

We will do a post about the theme soon, but basically our main objective is to ensure the coherence of the game, and also make the spirits of these families have a higher presence during the game play. In the image you can see the spirits of both the viking and Aztec family.

What do you guys think about the idea? Is there anything you would like to see in the levels related to the spirits?

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BigHandInSky
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« Reply #35 on: February 22, 2016, 09:31:39 AM »

I am in love with that Wild West Level idea, and from the sounds of it having it be linked through spirits seems like a good shout considering that some form of spirituality exists across each team's stereotypes in some form of another, otherwise great job to the team so far!
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Eneko Egiluz
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« Reply #36 on: February 23, 2016, 08:21:23 AM »

Thank you! We're glad you like the idea.

We really wanted to make sure the level was as fun and humorous as every other character and level in the game, and we've added tons of details to every single wagon! I mean... these wagons are carrying whole cities!

We've also tried to make the level super dynamic: during the match, the battleground will be changing every short time. The wagons in which you'll be playing will stop and new ones will appear in front of you, and everyone will have to run to change to these new wagons and survive.

This opens lots of new strategies to the players, as we have included many ways of triggering the stop of those wagons, like TNT. There will be a wagon loaded completely with TNT. If you shoot it, BOOOOOM! The wagon will explode, and separate from the wagons connected to it, forcing the players on it to run and change to a new wagon.
« Last Edit: February 23, 2016, 08:42:50 AM by Eneko Egiluz » Logged

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« Reply #37 on: February 26, 2016, 08:53:14 AM »

Here we have a small example of how the super mode the Aztecs will have is starting to look. We want them to look and feel  really powerful!




The small monkey warrior will become a teleporting gorilla




The priestess will transform into a huge snake that will kill almost everyone on the stage

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Eneko Egiluz
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« Reply #38 on: March 02, 2016, 11:03:08 AM »

We keep working on the Aztecs in Super mode. Today was the JaguarMan´s turn


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Eneko Egiluz
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« Reply #39 on: March 03, 2016, 08:56:13 AM »

Next in the line is the Birdman, that in superfeud becomes a serious threat. While in the air can attack quickly killing everything that gets in his way. If even in normal state he is able to almost fly, while in superfeud he is the master of the skies.

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