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January 27, 2020, 07:56:32 PM

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TIGSource ForumsCommunityDevLogsTOXICANT - rogue-lite survival horror
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« Reply #280 on: January 13, 2020, 08:46:46 AM »

In and of itself, I really like the "miner flash" effect. I still feel a bit iffy about having actual people there,but would likely be happier with more-obscured faces; scratched out so that no face is visible might work well, I think.

While I was at it I expanded on the "damage type" system that I had started a while ago. It now supports a "terror" type, which is used in the above. Eventually I'll expand it to include a "toxic" damage type as well which, at the very least, will change the visual feedback, and may eventually form the basis of a toxic status effect.

Interesting! So does that mean that you essentially have multiple health-bars--or rather that you have multiple resistances (as in some RPGs)?
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« Reply #281 on: January 14, 2020, 04:28:39 AM »

In and of itself, I really like the "miner flash" effect.

Thanks, I'm pretty happy with it too! It's disorienting and distracting--which is what I'm going for--but not to the point that you can't keep playing. I could see it leading to some mini jump scares if you got hit with one of these at an inopportune time.

I still feel a bit iffy about having actual people there, but would likely be happier with more-obscured faces; scratched out so that no face is visible might work well, I think.

That's fair. I'll ask around/give it some more thought.

While I was at it I expanded on the "damage type" system that I had started a while ago. It now supports a "terror" type, which is used in the above. Eventually I'll expand it to include a "toxic" damage type as well which, at the very least, will change the visual feedback, and may eventually form the basis of a toxic status effect.

Interesting! So does that mean that you essentially have multiple health-bars--or rather that you have multiple resistances (as in some RPGs)?

Probably a very "light" version of that, i.e. if you take more than X seconds of toxic damage you would incur a status effect penalty (perhaps reduced stamina), similar to how "stress" currently works.
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« Reply #282 on: January 14, 2020, 07:41:35 AM »

So I finally got around to implementing proper multi-surface footsteps. I'm pretty happy with the results. Hear for yourself!



While I was at it, I also added the same support for the "landing" sound.

The logic is based on performing a downward raycast and mapping the physics material name to a corresponding "index" in the FMOD event. Currently I support the following material types: dirt, concrete/rock, metal, wood, mud (will probably be used mostly for "gore"), and water, though the latter is a special case that doesn't actually use the physics material and simply looks at whether or not the player's feet are underwater.

Of course this will require adding a physics material to all meshes that have a distinct surface (so far I've only done this in a test scene) but I can figure I can just pick away at this over the next little while. At some point I'll need to do something similar for the mutant miners, but this is pretty minor as you really only hear their footsteps when you're quite close.

I'm debating whether I implement the same for the "power slide" SFX (currently, it's a rocky/gravely kind of sliding sound), but this is primarily meant to be used when entering tunnels and as of now they are all the same surface anyway. (Though there's nothing stopping the player from executing a power slide it on any surface.)

I may do a rundown of the implementation on Saturday's stream for anyone who's interested.
« Last Edit: January 14, 2020, 08:02:09 AM by snugsound » Logged

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« Reply #283 on: January 14, 2020, 11:07:07 AM »

Thanks, I'm pretty happy with it too! It's disorienting and distracting--which is what I'm going for--but not to the point that you can't keep playing. I could see it leading to some mini jump scares if you got hit with one of these at an inopportune time.

Indeed! I think that it could be a pretty effective source of scares--especially with the ghosts sneaking up behind you to do it! Evil

That's fair. I'll ask around/give it some more thought.

Fair enough! That seems like a good idea. ^_^

Probably a very "light" version of that, i.e. if you take more than X seconds of toxic damage you would incur a status effect penalty (perhaps reduced stamina), similar to how "stress" currently works.

Ah, I see! That sounds like a neat system, then. ^_^

So I finally got around to implementing proper multi-surface footsteps. I'm pretty happy with the results. Hear for yourself!
...
While I was at it, I also added the same support for the "landing" sound.

That does work rather well indeed! Nicely done. ^_^

Of course this will require adding a physics material to all meshes that have a distinct surface (so far I've only done this in a test scene) but I can figure I can just pick away at this over the next little while.

Hmm... If it weren't for the multiplicity of surfaces that you seem to have, I might suggest what I did: have a "default footstep sound" that corresponds to the most-common surface, and then in general only tag surfaces that use other footstep sounds.
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« Reply #284 on: January 14, 2020, 01:50:27 PM »

Playing around with some rippled masking:



Alternate darkened version:



I think it looks pretty spooky, like those ghastly camera artifacts you see sometimes. (and then the person claims it's because they caught a ghost on camera...)

Bonus: these images are being handled through a particle system texture sheet, so it should be easy enough to add a basic animation (i.e. a jerky kind of flickering between different variations of the ripple, and maybe some subtle noise/visual artifact differences.).
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« Reply #285 on: January 14, 2020, 02:36:00 PM »

And here's what that would look like:



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« Reply #286 on: January 14, 2020, 03:16:32 PM »

And putting it all together, now with improved (less obtrusive) SFX for the ghosts:


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« Reply #287 on: January 14, 2020, 05:09:50 PM »

I like that, I think; for one thing, the animation helps to draw attention to their lack-of-faces, so that it's less-likely missed. ^_^
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« Reply #288 on: January 18, 2020, 08:13:38 AM »

As promised, a rundown of the above from today's stream:


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