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TIGSource ForumsCommunityDevLogsTendril: Echo Received - 2d platformer inspired by Aliens
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Author Topic: Tendril: Echo Received - 2d platformer inspired by Aliens  (Read 50854 times)
LunaticDancer
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« Reply #80 on: July 28, 2019, 02:37:58 PM »

The art is so crispy, hecc yeah!
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cepnox
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« Reply #81 on: August 20, 2019, 11:47:12 AM »

Our playful Dragon likes to jump on unsuspecting prey very much.


But how does he choose his target? Well, this is how:


There are three zones around him. First, he scans all juicy victims in a semicircle in front of him. If he does not find anything, he looks behind him. This is a smaller semicircle – a small disadvantage when he does not face his prey. Then there is this third rectangular area for everyone directly below him, so he can jump from above.
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Ramos
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« Reply #82 on: August 20, 2019, 01:07:22 PM »

good to see you are still on this project
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irn
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« Reply #83 on: August 22, 2019, 04:18:56 AM »

good to see you are still on this project

Thank you! Sometimes it is difficult to find enough time for anything when you have multiple jobs. But we have our souls in this project and we won`t sleep until it's done Tired
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irn
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« Reply #84 on: December 26, 2019, 02:06:04 PM »

We are playing with guard AI. For instance, guards are now able to react to Dragon and even to follow him to his last known position.


This is achieved by rather simple behavioral tree



Guards are now able to knock Dragon away when he tries to jump right into their face. They do not like him or something. Later they will visually bash Dragon with their gun. Dragon is knocked out for a very short time. We want to force the player to attack from behind. Dragon will not be able to fight with enemies like in action games. He will have to utilize shafts, walls, devices and his abilities to slay whatever he pleases.


Some time ago we decided, that we are not going to use lights for gameplay. But in the end it was hard to communicate to player that he is not going to be seen on a specific place and the best tool for this are shadows.


We are even planning to give npcs ability to fire flares and that is going to look cool like in a proper Alien game Smiley
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Robo_Chiz
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Dance all night


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« Reply #85 on: December 26, 2019, 02:21:29 PM »

I'm having a hard time telling if Dragon is cute or not. On one hand, he looks like a cute boi!!! On the other hand, he murders people. Will definitely keep my eye on your project. It's looking great so far!
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cepnox
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« Reply #86 on: December 30, 2019, 06:34:01 AM »

We gave Dragon a new ability. He is now able to grapple between ventilation doors. This makes him even deadlier than before as you can see on this poor guard.
Currently, there is no special animation for Dragon while moving towards the ventilation doors. In the end, it should look like he is using his tentacles to do the grappling.

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cepnox
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« Reply #87 on: January 31, 2020, 01:53:23 AM »

Hi all,
Just a small update to show you an early stage of new procedurally animated tentacles for Dragon.
We are using simple Verlet based particle physics, and we are going to use FABRIK IK algorithm, to make them alive in the idle state.
And nope, they are not going to be so long as this in the end  Smiley

« Last Edit: January 31, 2020, 01:59:07 AM by cepnox » Logged

irn
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« Reply #88 on: February 14, 2020, 12:57:52 PM »

Dragon is slowly starting to walk like a pro Gentleman
Next, we`ll attach procedurally generated tendrils to his back and he will look Hand Shake Left badass !! Hand Shake Right   

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irn
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« Reply #89 on: April 26, 2020, 01:51:10 AM »

We totally forgot to show you our finished procedurally generated tentacles. So here they are Smiley

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ashtonmorris
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« Reply #90 on: April 26, 2020, 05:31:02 AM »

I am really enjoying this devlog, great work!
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Ashton Morris - Composer & Sound Designer

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irn
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« Reply #91 on: May 01, 2020, 11:00:26 AM »

Just testing some work-in-progress animations in the game engine...

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cepnox
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« Reply #92 on: May 03, 2020, 12:18:50 PM »

We have added an alert indicator to guards.
Now Dragon can see that he was spotted and react before being fully noticed.

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cepnox
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« Reply #93 on: May 15, 2020, 08:18:08 AM »

We have made guards able to react to Dragon with short messages, so they look even smarter now. E.g., they are not just able to follow Dragon through stairs, but also to talk about it Smiley

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irn
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« Reply #94 on: June 26, 2020, 05:35:30 AM »

We have been polishing grappling animations. What do you think?

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oldwrld1
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« Reply #95 on: July 03, 2020, 11:01:20 AM »

Hey! If you're still in need of music I make ambient music and am really interested in the idea of helping to score this game, love the atmosphere I've been seeing so far, here's a link to my work: https://soundcloud.com/user-815871901/cult-of-world-drowned
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irn
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« Reply #96 on: August 07, 2020, 04:50:15 AM »

Watch our first gameplay video! It still has many rought edges, but we are getting there! Beer!



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irn
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« Reply #97 on: October 30, 2020, 08:26:09 AM »

The bloody stealth just got nicer to look at!
We have completely overhauled graphics and made new animations. Everything is more vibrant, darker, with atmospheric lights and dim glows. The new foreground layer adds more depth and everything has much more detail.

Each day we are closer to the finishing line!



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irn
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« Reply #98 on: December 04, 2020, 02:55:17 AM »

Hey!
We have been working on some devices like cameras, turrets, lasers, unlockable ventilation shafts and more.
Here are some examples!

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Schrompf
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« Reply #99 on: December 04, 2020, 03:52:54 AM »

Hey, this came along very nicely! I like the new style, it's both readable and atmospheric.
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Snake World, multiplayer worm eats stuff and grows DevLog
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